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Colossus PDF

Colossus is a solo tabletop roleplaying game set in a post-apocalyptic world where players assume the role of a Scout, tasked with protecting the inhabitants of the Spire. Players create their characters, choose skills, and navigate through quests while facing various challenges, including mutated creatures and raiders. The game emphasizes personal storytelling and allows for customization, as players can tweak rules and gameplay to suit their preferences.

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100% found this document useful (1 vote)
258 views107 pages

Colossus PDF

Colossus is a solo tabletop roleplaying game set in a post-apocalyptic world where players assume the role of a Scout, tasked with protecting the inhabitants of the Spire. Players create their characters, choose skills, and navigate through quests while facing various challenges, including mutated creatures and raiders. The game emphasizes personal storytelling and allows for customization, as players can tweak rules and gameplay to suit their preferences.

Uploaded by

orb
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Colossus

A Post-Apocalyptic
Solo TTRPG

A Game By Sarah Solo

2
Table Of Contents

Introduction
What Is A Solo TTRPG? pg 6
What Is Colossus? pg 7
What Do I Need To Play? pg 8
The World Of Colossus pg 9
Creating Characters
Creating Your Main Character pg 14
Skills pg 15
Stats pg 20
Hit Points pg 20
Armor pg 21
Weapons And Armor pg 21
Starting Off pg 22
Playing The Game
How To Play pg 23
Advantage/Disadvantage pg 23
Ability Dice pg 23
Status Effects pg 24
Advancement pg 25
Exploration pg 26

3
Table Of Contents
Encounters By Region pg 27
Camp Activities pg 32
Spending Time With Friends pg 34
Vehicles pg 37
Torches And Rations pg 37
Inventory Limits pg 38
Settlements pg 39
Combat pg 40
Guarding pg 40
Initiative pg 40
Defending pg 40
Critical Hits pg 41
Fumble pg 41
Flying Creatures pg 41
Wounds pg 42
Types Of Damage pg 43
Morale pg 43
Miracles pg 44
Alchemy pg 46
Ingredients Table pg 47
Potions pg 48

4
Table Of Contents
Items pg 48
Special Weapons And Armor pg 56
Quests pg 57
Dungeons pg 59
Traps pg 63
Clues pg 63
D100 Events Tables pg 64
The Land Of The Spire
Map Of The Spire pg 77
Map Locations pg 78
Factions pg 82
Scouts pg 83
Characters’ Stats pg 89
Bestiary pg 90

5
Introduction

What Is A Solo TTRPG?


A TTRPG (or tabletop roleplaying game) is a game where
you use a few rules, maybe some dice, and your imagination
to interact with a fictional world, usually played in a group
setting where everyone has a turn. In a solo TTRPG, you
play by yourself. Wouldn’t that get lonely? Maybe, but solo
play has its advantages over group play. You don’t need to
worry about the hassle of scheduling everyone to play at the
same time. You have more freedom in your choices because
it’s just you playing and deciding where to go and what to
do. You also get to test out a game by yourself before bring-
ing it up to a group.

Colossus is a solo RPG, but with some tweaking, it could


work as a group game. What does solo mean, exactly? It
means you play by yourself and your characters live or die
by the fate of your dice and your own decisions. It means
you get all the glory of victories to yourself. It means you get
a personal experience that does not need to be shared with
others. It means that this is YOUR story.

6
What Is Colossus?
Colossus is a solo adventure TTRPG set in a post-apocalyptic
world. You play as a Scout, someone who is capable of Mira-
cles and feats of badassery. Your job is to protect the denizens
of the Spire, the land in which the game is set. Along the way
you will acquire quests, make friends and even lovers, re-
ceive incredible gear and weapons, and chronicle an amazing
journey. You will play through days in the lives of these
Scouts as they fight off raiders, mutated animals, and even a
few cryptids. You will complete missions for your masters,
the heads of the science company Lotus Inc. You might even
find a beast companion along the way.

Colossus is played alone, without a GM. Basically, you are


the GM AND the player. You have complete control over the
game. Don’t like a rule? Tweak it, or get rid of it entirely.
Have a better idea? Replace my rules with your own. It’s
your game. Everything is up to you.

7
What Do I Need To Play?
To play, I recommend two notebooks if you’re like me and
you like to write everything down. One notebook is for chron-
icling the story. The second notebook is for detailing combat
and keeping track of notes.

You also need character sheets for your Main Character and
whichever Scouts you are currently adventuring with. A word
of warning: There are a total of 25 Scouts in this game, count-
ing your Main Character. Only print as needed, no need to
print all 25 character sheets out at once. You could also just
keep track of your characters’ stats and equipment and abili-
ties using Google Docs or loose-leaf paper.

You’ll also need a pencil, of course. Not a pen; you’ll need to


be able to erase stuff on your character sheets.

You’ll need a full set of dice. You’ll use every dice that comes
with the standard set in this game. That means you'll need a
d4, a d6, a d8, two d10s, a d12, and a d20. It might be best to
have at least four d6’s for when you roll Ability Dice.

You’ll need these core rules to keep track of the rules and ene-
mies you’ll face and items you’ll find, as well as to use all of
the tables inside.

You’ll need some graph paper or loose-leaf paper to draw out


the dungeons. That’s it!

8
The World Of Colossus
Long ago, the world as we knew it was destroyed in a battle be-
tween the humans of earth and the Yaun, reptilian aliens bent on
dominating every planet they discovered. The humans used a
toxic liquid known as miasma to kill all of the Yaun, but at a
cost. The world ended. But then it was reborn. Now, in this post
-apocalyptic land known as the Spire, Scouts protect the weak.
They are the few who survived being dipped in the mysterious
waters of miasma and gained supernatural powers. They use
these powers as they patrol the wastes of the new world.

Left over from the Great War are robots, Androids, and cyborgs
who still roam the wastes of the new world or, more likely, can
be found hiding in the darkest corners of ruins. A few even
work as Scouts. Also roaming the wastes are mutated animals,
raiders, bandits, feral mutants, and even a few cryptids.

Scouts work for Lotus Inc., the leading science corporation in


the Spire. Lotus has their hands in everything that transpires ei-
ther in North or South Spire. Their main building is located in
Crystal Heights, the capital city of the Spire. Lotus is run by
three mysterious figures who hide behind giant mechanical
dragon heads. While Scouts mostly find missions on their own,
occasionally Lotus will send a letter or message to a Scout de-
manding a specific mission be completed.

There are 25 Scouts of the Spire, counting the Main Character,


who is named either Iris or Sparrow and can be a woman or
man or nonbinary, depending on your preference. For the most
part, women of the Scouts are named after flowers and men are
named after birds.

9
There are thirteen classes for Scouts. There are two Scouts for
each class. The Main Character (that’s you!) plays as the thir-
teenth class, the Jack, as in Jack-of-all trades. Unlike the other
classes, the Jack isn’t bound to the four skills of a specific class
and can pick any skill from any class when they level up.

As for the other classes, they pick from the four skills that are
given to them up to level five, and that is when the customiza-
tion really begins and you can start picking any skills for that
character from any of the other classes.

So what is the Spire? The Spire is a land full of greedy bandits,


bloodthirsty raiders, mutated bugs and animals, cyborgs and ro-
bots, and feral mutants. But it is also home to hardworking folk
who just want to eat their meals, go to sleep peacefully at night,
and enjoy their families. These are the people the Scouts protect
from the dangers of the wasteland.

The Spire is divided into the North Spire and the South Spire by
the Moare Highlands. North Spire has more dangerous terrain
and is full of mysterious locations and ruins. South Spire is
more civilized with grasslands and forests, but still just as dan-
gerous with raiders and bandits and mutated creatures. To the
northeast are the Strange Lands, where the Psychic Elves live.
To the southeast is an island called Chesris Island, where a colo-
ny has been established to explore the new territory.

10
Who are Scouts, exactly? Scouts are Chosen, or survivors who
were plunged into the miasma as children and survived. Most
Chosen become Scouts, although others use their power over
Miracles for more selfish reasons. Others become Keepers,
scholars who study the effects of miasma and the mystery of
Miracles. Usually when or if a Scout retires, he or she joins the
Keeper’s organization. Most Scouts don’t retire, though. The
wasteland is a harsh place. Many die in battle.

What are the character classes? Other than the Jack, which only
the main character is, there are twelve other classes. They are:
Red Rivers Native, Child of the Brier, Nymph, Psychic Elf,
Cyborg, Survivor, Medic, Mutant, Gunner, Blade, Bard, and
Android.

Red Rivers Natives are natural denizens of the Red Rivers ter-
ritory going back hundreds of years. They reject most technol-
ogy and fight with bows and machetes. They are highly con-
nected to nature and easily make companions out of animals
and explore rough terrain.

Children of the Brier are from the Brier in South Spire. They
are a mystical race of people who are connected to the wilder-
ness on a supernatural level. They don’t use any technology
(unless they are Scouts) and fight with staffs and clubs.

Nymphs are the sworn guardians of the Children of the Brier.


They are protective over their “flock” and will sacrifice their
own health to protect their friends. They use spears to attack
which they can throw for double damage.

11
Psychic Elves are from the Strange Lands and are experts in us-
ing Miracles. They use staffs to fight with which gives them an
extra Ability Dice. Psychic Elves mate for life and always trav-
el together.

Cyborgs are half man, half machine. They use their powerful
gun arms to attack multiple enemies at once and fight with ei-
ther machetes or pistols.

Survivors are experts in dealing with the wilderness and can


mix ingredients even outside of settlements to make grenades
and potions. They fight with axes.

Medics are healers who fight with daggers. They are experts at
rationing their supplies and delivering critical strikes.

Mutants are bare-fisted fighters who get to attack twice in one


round. They are often looked down upon by society for their
mutated appearance.

Gunners are experts in firearms. They only attack with pistols.

Blades are experts in two-handed swords. Their sword also acts


as an extra Armor.

Bards are singers and dancers who enchant those around them,
friend or foe. They attack with whips and flails.

Androids are an amalgamation of robot, human, and Yaun, rem-


nants from the Great War. They make excellent tanks and attack
with sword and shield.

12
Then of course there’s the Jack, which as I mentioned, can be
anything and have any skills and wield any weapons.

Note: Only Mutants and the Jack can attack twice in one round
if unarmed. The other classes can only attack once in one round
if unarmed.

13
Creating Characters

Creating Your Main Character


Now it is time for you to create your avatar in this world, your
Main Character. To start with, as mentioned before, your char-
acter can be named Iris or Sparrow or whatever you want! It’s
your character! To stick with a theme, though, most of the fe-
male Scouts are code-named after flowers, and the male
Scouts for the most part are code-named after birds. There are
a few exceptions, however, and like I said, name them whatev-
er you want. Be whatever gender you want! In the wasteland
of the new world, no one has time for such petty discrimina-
tion. People are just trying to survive and are usually happy if
nothing else to see a Scout appear. Scouts are, after all, protec-
tors of the Spire. That’s the most important thing about them
as far as most people of the wastes are concerned.

As mentioned in the last section, the Main Character is a Jack,


as in Jack-of-all-trades. He, she, or they are the only person to
be such a class. This means you get to acquire any skill when-
ever you start out as level one and continue to pick any skills
from any of the other classes as you keep leveling up.

You’ll start out picking your first skill. Then, you will random-
ly roll your Stats and HP. After that, you will choose your first
Miracle. Every character gets to pick a Miracle at the begin-
ning of the game. Any subsequent Miracles you learn will be
from scrolls when safe in civilization. Finally, you will be giv-
en your starting weapon, armor, items, and credits. What are
credits? Credits are the currency of the Spire.
14
Skills
Choose your first skill. You don’t have to go in order. Make a
mental note of which skills use Ability Dice, which will be ex-
plained later on. You can tell which skills use Ability Dice be-
cause they have (DICE) and/or (SUM) in the description.

Red Rivers Native


1 Companion- You can create a companion for your character.
The companion must be an animal, has 6 HP, acompanion also
levels up. The companion has its own turn in combat. If the
companion’s HP goes to 0, the character ttacks for d4, and has
stats that may be any combination of 7, 8, 9. As your character
levels up, the receives a Wound.
2 Cat-like- You have advantage on tests that involve acrobatics,
climbing, or stealth.
3 Enemy Detected- You can choose one enemy to focus on. At-
tacks against this enemy have advantage.
4 Worst Foe- You can choose a species or type of enemy to be
your worst enemy. You always have advantage on all checks
against one of this kind of creature.

Child of the Brier


1 Magic Touch- Your very touch offers restorative, healing,
and calming powers. You're able to make contact with a crea-
ture to restore (SUM) HP.
2 Corrosive Touch- Your very touch poisons. You're able to
make contact with a creature to poison it.
3 Magic Tea- You can brew tea once a day to answer a single
yes-no question.
4 Foraging- Once per day you can spend time foraging to re-
cover a single Ability Dice.

15
Nymph
1 Bodyguard- If you decide to Guard this round and chose to
provide cover to another creature, your Dexterity increases by
+1 for the remainder of combat.
2 Protective- When an ally is injured in front of you, on your
next attack you can add (SUM) to the damage. This can only be
used once per combat.
3 Rage- If an ally is Wounded in front of you, add +2 to your
Strength for the duration of combat.
4 Burden- You can take a status ailment or damage to HP onto
yourself from an ally.

Psychic Elf
1 Mental Blast- Fire a five-foot wide psychic blast in a straight
line. Anyone in its path takes (SUM) psychic damage or half on
a successful SAVE.
2 Telepathy- You can read a creature’s mind and anticipate their
next move with a +1 to Dexterity for the duration of combat.
3 Telekinesis- You can lift objects with your mind as long as
they weigh what you could normally pick up. Test Strength.
4 Psychic Protection- This halves all psychic damage to your
person.

16
Cyborg
1 Gun Arm- Your arm turns into a gun, blasting away at
(DICE) enemies nearby for (SUM) damage.
2 Cybernetic Eye- You can see in the darkness and for a mile
away on flatland. You can't be surprised by enemies in dungeons
or for as long as you can see.
3 Strong Legs- You can jump twice as far as most people. You
also have advantage to climbing, and kick as a free action for d4
damage.
4 Super Strength- Gain advantage to Strength tests when you
pick something up or push something out of the way.

Survivor
1 Alchemy- You can combine ingredients to produce bombs and
healing items while outside a settlement.
2 Thrifty- You use half a Ration for every full one your allies
use.
3 Lucky- If you roll an unlucky number, you get one free reroll
per day.
4 Avoid- Subtract up to (SUM) damage from a single source as
you swerve out of the way at the last moment.
Medic
1 First Aid- As long as you have bandages, you can heal an ally
or creature for extra (SUM) HP.
2 Extra- When you use a healing item, you only use half of it.
3 Poisonous Flask- You can create a poison flask that affects
(DICE) enemies for (SUM) poison damage when you throw it.
4 Tonic: You can spend an Ability Dice to cure someone of a
status ailment.

17
Mutant
1 Dodge- As long as you have no weapon or armor equipped,
you gain a +1 to your Dexterity.
2 Roar- You let out a bestial roar. (SUM) creatures that can hear
you SAVE or become terrified and can't move for (DICE)
rounds.
3 Immunity- You have immunity to poison and only half dam-
age to poison damage.
4 Spin Kick- On your turn, in addition to your action, you can
attempt an additional attack in the form of a spinning kick. Test
Dexterity to hit. If you do, the attack deals (SUM) physical
damage.
Gunner
1 Bullet Vest- You take only half damage from missiles like ar-
rows and bullets.
2 Dual-Wield- You may use two pistols at once with a -1 modi-
fier to Dexterity.
3 Revenge- If you choose to guard this round, and you were at-
tacked, at the end of the round you can attack that enemy for
(SUMx2) damage.
4 Crossfire- After you see a creature perform a ranged attack,
you may spend 2 HP to have the attack fail automatically
against all opponents and shoot back for (SUM) damage.

18
Blade
1 Counterattack- After an enemy hits or misses you with a me-
lee attack, if the result of their dice was an even number, you
may perform a free attack against that enemy before the end of
the round.
2 Gruff Attack- You may sacrifice (SUM) HP to attack the ene-
my a second time in a round worth the same (SUM) of damage.
3 Parry- At the last second when an enemy attacks, roll a sec-
ond check, this time Strength, to see if you parry the enemy’s at-
tack.
4 One-Handed- You can use a two-handed sword One-Handed
now with a -1 to your accuracy checks.
Bard
1 Songs- You sing a lullaby and nearby creatures with HP less
than or equal to (SUM) fall asleep. Doesn't affect creatures who
can't hear you.
2 Alluring- You gain advantage on tests to soothe, calm, or de-
escalate a person or creature through song or dance.
3 Shatter- You hit the perfect high note. All creatures, including
allies, within your area take (SUM) damage or half on a success-
ful SAVE if they are not prepared.
4 Dancing Elements- You attack up to (DICE) enemies with an
elemental attack of your choice worth (SUM) damage.

19
Android
1 Defend- You can react in combat at the last second to prevent
up to (SUM) damage to an ally nearby from a physical attack.
You must have something in your hand to block the attack or
you take the damage instead.
2 Provoke- You can taunt an enemy or a creature to attack you
and only you for the duration of the combat encounter.
3 Shield Fortress- Shields grant +2 Armor instead of +1.
4 Help Thyself First- If you choose to guard but don't choose
to guard anyone else, you recover (SUM) amount of HP.

Stats
You have three Stats in this game. Roll 4d4 for each Stat. You
may swap two Stats or reroll one Stat.
Strength: Use to attack with melee weapons and measure
brawn (Moving a heavy boulder out of the way, Attacking with
a sword, Breaking down a door, etc.)
Dexterity: Use to dodge and attack with ranged weapons
(Attacking with a Pistol, Avoiding a trap, Leaping across a
chasm, etc.)
Wits: Use for combat order and charisma and knowledge
(Convincing someone to get what you want, Answering a rid-
dle, Seeing an enemy before they see you, etc.)

Hit Points
Your Hit Points, or HP, are a measure of your vitality. To figure
out your starting HP, roll d4+4.

20
Armor
Your Armor is a measurement of the amount of protection what-
ever armor or shield you're wearing is currently giving you. If
you have 2 Armor and get hit for 4, you only take 2 HP damage.
If you have 2 Armor and get hit for 2, the attack bounces off of
you. Most enemies also have Armor. Keep this in mind when
you're measuring damage!

Weapons And Armor


Weapons (sell for 50c):

1 Bows: d6 damage, requires arrows; Used by Jacks and Red


Rivers Natives
2 Axes: d6 damage, chops wooden things like shields well; Used
by Jacks and Survivors
3 Daggers: d4 damage, critical hits on 1 or 2; Used by Jacks and
Medics
4 One-Handed Swords: d8 damage, can use with shield; Used
by Jacks and Androids
5 Machetes: d6 damage, cuts through heavy terrain; Used by
Jacks, Red Rivers Natives, and Cyborgs
6 Two-Handed Swords: d10 damage, adds 1 to Armor; Used by
Jacks and Blades
7 Club: d6 damage, bashing damage; Used by Jacks and Chil-
dren of the Brier
8 Staff: d4 damage, one extra Ability Dice; Used by Jacks, Psy-
chic Elves, and Children of the Brier
9 Flail: d6 damage, ignores physical armor like leather and met-
al; Used by Jacks and Bards

21
10 Whip: d6 damage, has a 3 in 6 chance of Binding enemies
for a round when an attack is successful (1-3 yes, 4-6 no); Used
by Jacks and Bards
11 Pistol: d8 damage, requires bullets; Used by Jacks, Gunners,
and Cyborgs
12 Spear: d8 damage, can be thrown for double damage, must
spend a round retrieving it; Used by Jacks and Nymphs

Armor (Sell for 50c):

Shield: d4, adds 1 to Armor; Used by Jacks, Survivors, and An-


droids
Leather Armor: Adds 1 to Armor; Used by anyone
Metal Armor: Adds 2 to Armor, -1 to Dexterity; Used by any-
one
Note: Jacks and Mutants are the only classes that attack twice if
not holding a weapon. Bare fists hit for d4 damage.

Starting Off
Each Scout, including the Main Character, starts out with a
weapon appropriate to their class, a Healing Tonic, 20 Arrows or
12 Bullets if the character has a bow or a pistol, and a random
Miracle scroll. They may use the scroll before the game begins
to find out their first Miracle. They start out with 3d6 credits.
They may also start out with a shield if they are a Jack, Android,
or Survivor, and may choose between Leather Armor and Metal
Armor if they wish to wear armor. No armor gives you a +1 to
your Dexterity while you are not wearing armor.

22
Playing The Game

How To Play
Now that you have your Main Character generated, let’s start
playing Colossus! To start with, when you attempt any action
that is uncertain or has a consequence of failure, roll the appro-
priate Stat. You roll with a d20, the goal being to roll your Stat
or lower. This is called a test, or a check.

Advantage/Disadvantage
If you are ambushing an enemy because they are distracted or
you have some other helpful boon, you roll your test with ad-
vantage. This means you roll 2d20 and take the lower roll. If
you are rolling with disadvantage because you are the one am-
bushed, you roll 2d20 and take the higher roll.

Ability Dice
When you wish to use a skill or a Miracle, you may use your
Ability Dice. You gain one Ability Dice per level, so at level one
you start with one Ability Dice. An Ability Dice is a d6. Once
you gain more, you can choose how many Ability Dice to use
when you cast a Miracle or skill. However, the more dice you
use, the more likely you are to lose dice.
You lose dice by rolling a 4-6 on your Ability Dice. If you roll a
1-3, you get to keep your dice to use again. If you lose your
dice, you have to wait until you have a rest in civilization to get
them back.

23
For example, say you’re fighting a giant spider and want to cast
Fireball at it. You are level three so you have three Ability Dice
total, but you decide to only roll two Ability Dice. You roll a 3
and a 5. You get to keep the 3 for further use but lose the 5 until
you rest at home or an inn. The attack deals damage based on
the SUM of your dice, so you hit the giant spider for 8 HP. Note:
Miracles and skills that use Ability Dice ignore Armor.

Status Effects
Most status effects are permanent until the character uses the ap-
propriate item or potion or has a nice long rest at an inn for a
night. Bind and Drowsy are the only ones that are not permanent
and usually only last one round of combat.
Poisoned: d4 damage each round of the afflicted’s turn
Frail: Disadvantage on tests of Strength
Dizzy: Disadvantage on tests of Dexterity
Confused: Disadvantage on tests of Wits
Bind: Can't move this round
Blind: Disadvantage to attack rolls, regardless of whether you
use Strength or Dexterity
Gloomy: Can't cast spells or skills
Drowsy: Can't attack or offer up any action, lose turn
Bleeding: Enemies will attack only you

24
Advancement
You gain experience, or XP, from fighting enemies and com-
pleting quests. Every 20 XP gained, your Scout levels up. You
gain one XP for fighting one enemy, two XP for fighting two
enemies, three XP for fighting three or more enemies, two XP
for defeating a boss or leader, and two XP for completing a
mission or quest.

When you level up, the following happens:


You increase each of your Stats by 1.
Your max HP increases by 2.
You gain one more Ability Dice.
You gain one more skill in your class (can be any skill of that
class; if you are a Jack, it can be any skill of any class)

These are all only true for up to level 4. At level 5, you stop in-
creasing your Stats, HP, and Ability Dice. Instead, if you are
not the Main Character, you can start picking skills from other
classes. This really makes sure that no two characters of the
same class are alike. If you are a Jack, you continue to pick a
skill from any class you want.
Advancement beyond level 4 mostly comes from skills, special
items, and unique weapons and armor.

25
Exploration
The land of the Spire is full of interesting places to explore. Ru-
ins, villages, cities, deserts, forests, mines, desecrated locations,
and more await the Scouts of the Spire. How do you explore this
world? One day at a time.

When you travel on the overland map, between locations, you


roll a d8 if traveling to a place where the road doesn’t go and a
d6 if you are following a road, such as from one city to another.
That d8 or d6 will tell you how many days it will take for you to
reach your destination by foot. You can also look at the map lat-
er on in the book and eyeball a guess how many days it would
take to travel from one location to another.

For each day that you travel, you roll a d4 to check the weather.

Weather Table:
1 Sunny
2 Cloudy
3 Rainy
4 Stormy-Seek shelter and lose a day of travel.

After you check the weather, you roll a d12 to see if you encoun-
ter anyone or anything on the road.

Wilderness Table:
1-4 No Events or Encounters
5-9 Event Table
10-11 Enemy
12 Boss or Leader

26
If you roll a 1-4, you don’t encounter anything that day and go
right ahead to your camp activity. If you roll a 5-9, you will then
roll a d100 on the Wilderness Event Table later on in the book. If
you roll a 10-11, you will encounter up to d4 enemies on your
journey that you may fight, bargain with, or trick, whatever you
wish. Roll on that region’s encounter table to see what enemy
(ies) you’ll be facing. If you roll a 12, you encounter a tough en-
emy, usually a boss or leader, or a more challenging version of a
regular enemy with +10 HP. Defeating these will gain you 2 XP.

Encounters By Region
Smokeys:
1 d4 Bloodthirsty Raiders
2 d4 Cyborg Zombies
3 d4 Wild Hounds
4 d4 Feral Mutants
5 d4 Robot Gunners
6 d4 Robot Blades
7 d4 Drones
8 d4 Giant Lizards
9 d4 Bandits
10 d4 Bandits With Jetpacks
11 d4 Mercenaries
12 d4 Giant Scorpions

27
Red Rivers:
1 d4 Sharpshooters
2 d4 Giant Scorpions
3 d4 Giant Wasps
4 d4 Giant Roaches
5 d4 Apex Wolves
6 d4 Angry Cougars
7 d4 Grizzly Bears
8 d4 Chupacabras
9 d4 Bloodthirsty Raiders
10 d4 Bandits
11 d4 Giant Vultures
12 d4 Wild Hounds

Sable Lands:
1 d4 Feral Mutants
2 d4 Witches
3 d4 Cyborg Zombies
4 d4 Cyborg Outcasts
5 d4 Mad Androids
6 d4 Bloodthirsty Raiders
7 d4 Bandits
8 d6 Vampire Bats
9 d4 Slimes
10 d4 Apex Wolves
11 d4 Giant Spiders
12 d4 Giant Scorpions

28
The Dreadwood:
1 d6 Vampire Bats
2 d4 Witches
3 d4 Feral Mutants
4 d4 Giant Slimes
5 d4 Slimes
6 d4 Bigfoots
7 d4 Giant Roaches
8 d4 Giant Cicadas

Revolt:
1 d4 Wild Hounds
2 d4 Bandits
3 d4 Bandits With Jetpacks
4 d4 Mercenaries
5 d4 Psychic Madmen
6 d4 Slimes

Forests:
1 d4 Giant Spiders
2 d4 Giant Cicadas
3 d4 Enormous Deadly Serpents
4 d4 Bandits
5 d4 Apex Wolves
6 d6 Vampire Bats
7 d4 Witches
8 d4 Cougars

29
Soco Jungle:
1 d4 Enormous Deadly Serpents
2 d6 Vampire Bats
3 d4 Giant Wasps
4 d4 Mutated Monkeys
5 d4 Giant Lizards
6 d4 Slimes

Caves:
1 d4 Giant Roaches
2 d4 Cyborg Zombies
3 d4 Bandits
4 d4 Giant Slimes
5 d4 Bloodthirsty Raiders
6 d4 Troglodytes
7 d4 Feral Mutants
8 d4 Apex Wolves
9 d4 Giant Spiders
10 d6 Vampire Bats
11 d4 Slimes
12 d4 Grizzly Bears

Plains:
1 d4 Giant Wasps
2 d4 Giant Roaches
3 d4 Giant Cicadas
4 d4 Giant Spiders
5 d4 Bloodthirsty Raiders
6 d4 Bandits
7 d4 Feral Mutants
8 d4 Apex Wolves
9 d4 Angry Cougars
10 d4 Mad Androids
30
Ruins:
1 d4 Robot Gunners
2 d4 Robot Blades
3 d4 Mad Androids
4 d4 Cyborg Outcasts
5 d4 Cyborg Zombies
6 d6 Vampire Bats
7 d4 Giant Roaches
8 d4 Psychic Madmen
9 d4 Drones
10 d4 Bandits

Mountains:
1 d4 Giant Slimes
2 d4 Slimes
3 d4 Cougars
4 d4 Grizzly Bears
5 d4 Bandits
6 d4 Bandits With Jetpacks

Tundra:
1 d4 Giant Slimes
2 d4 Slimes
3 d4 Yetis
4 d4 Polar Bears
5 d4 Cyborg Zombies
6 d4 Psychic Madmen

31
Camp Activities
After you roll on the Wilderness Table, you transition to that
night at camp. At camp you get to pursue one single activity:

1 You can spend time with your fellow Scouts, which will give
you +1 to friendship
2 You may go to bed early and rest and get a +1 to HP for the
next battle (does not stack)
3 You may forage for ingredients from nearby, finding d4 ingre-
dients (roll on Ingredients Table)
4 You may search for d4 Rations
5 You may sharpen or clean your weapon which will give it a +1
to attack rolls the next battle (does not stack)
6 You may go fishing if near a body of water for d6 Rations if
you have a fishing rod
7 You may create a potion using Alchemy with an empty Glass
Vial, or a random scroll if you have 100c and Divinite Paper
8 You can practice an art:
Every 20 talent points go up a level in your chosen art and your
work is worth more.
Need to work on a piece of art 5 times each before it's ready to
sell or perform. Can also give art or performance to another
character as a gift worth +3 Friendship Points.

Level One Talent: Work is worth 100c


Level Two Talent: Work is worth 200c
Level Three Talent: Work is worth 300c
Level Four Talent: Work is worth 400c
Level Five Talent: Work is worth 500c

32
Once you perform your single camp action for the night, you go
to bed. You only heal 1 HP for each day you camp and sleep
through the night successfully. You do NOT recover from Status
Effects at camp. Roll a d12 to see if any wandering enemies at-
tack during the night.

Wandering Enemies Table:


1-8 No enemies attack
9-12 Enemies attack (they go first in the first combat round if
you did not have someone on watch)

After you sleep peacefully through the night or defeat wandering


enemies, the next day rolls around, and you start over with roll-
ing for weather, then for encounters, etc. and so on until the day
you reach your destination. So if your destination is three days
away, you will go through this process two times, and reach
your destination on the third day.

33
Spending Time With Friends
Spending time with your fellow Scouts is important. Every 10 re-
lationship points you have with someone, you go up a relation-
ship level.
Friendship happens in levels:

0 Stranger-A stranger may not want to go on an adventure. 3 out


of 6 chance of them going with you. (1-3 yes, 4-6 no)
+10 Acquaintance-An acquaintance may have a stronger bond
with you and may choose to go with you. 4 out of 6 chance of
them going with you. (1-4 yes, 5-6 no)
+20 Friend-A friend has a higher chance of going on an adven-
ture with you. 5 out of 6 chance of them going with you. (1-5
yes, 6 no)
+30 Best Friend/Lover-A best friend or lover has your back no
matter what. 100% chance of them going on an adventure with
you.

You can also have negative relationships with people.

-5 Rival-2 out of 6 chance of them going with you (1-2 yes, 3-6
no)
-10 Enemy-1 out of 6 chance of them going with you (1 yes, 2-6
no)
-15 Archenemy-No chance of them going with you
-20 Nemesis-No chance of them going with you

Every day that you travel together nets you +1 relationship point
with that person. You can also earn an extra point by spending
time with them at camp. If you give them a gift, that nets you +3
relationship points with that person.

34
The way you get Scouts to join your party and build a relation-
ship with them is by going to the local tavern. There will always
be eight Scouts there. To see which Scouts are currently there,
you roll on this table (see next page):

You roll a d4 then a d6 eight times to see who is in the tavern.


Then you can ask each person if they would want to go on a quest
or adventure with you. You roll a d6, and depending on your rela-
tionship level, that will affect your chances of them saying yes or
no. An ideal party number is four, counting the Main Character,
but it is possible to survive with fewer Scouts, or with just your-
self. Especially if you like a challenge.

35
Scouts Table:
1d4 then 1d6
1
1 Violet: Cyborg
2 Rose: Bard
3 Ivy: Nymph
4 Clover: Child of the Brier
5 Tulip: Psychic Elf
6 Daisy: Blade
2
1 Nightshade: Survivor
2 Lily: Medic
3 Petunia: Mutant
4 Jasmine: Gunner
5 Lavender: Red Rivers Native
6 Marigold: Android
3
1 Phoenix: Red Rivers Native
2 Hawk: Mutant
3 Eagle: Gunner
4 Hummingbird: Psychic Elf
5 Raven: Medic
6 Crow: Blade
4
1 Swan: Android
2 Dove: Child of the Brier
3 Canary: Survivor
4 Rooster: Nymph
5 Owl: Cyborg
6 Robin: Bard

36
Vehicles
You can purchase or rent vehicles to make travel across the Spire
easier. Just remember that if you’re renting, you’re renting for
everyone in your party. For four horses, that would be 20c.

Horse: 200c to buy, 5c to rent-Can carry extra supplies. Reaches


destination at same time you would normally.
Motorcycle: 1000c to buy, 50c to rent-Can’t carry extra supplies.
Reaches destination a day early and don’t deal with encounters or
events.
Car: 2000c to buy, 100c to rent-Can carry extra supplies. Fits
four. Reaches destination a day early and don’t deal with encoun-
ters or events.
Ship: 3000c to buy, 150c to rent-Can carry you and your party
across water.
Air Ship: 4000c to buy, 200c to rent-Can carry you and your par-
ty from one major city to another in a day.

Torches And Rations


You need torches to see in the dark. If you are traveling in a
mine, for example, at least one character must have a torch so
your party can see in the dark. In order to carry a torch, he or she
or they must have at least one hand free. You get disadvantage to
all checks when in darkness without a torch.
Rations are nourishment. You can buy Rations for 1c each at any
settlement or forage for them during your camp activity. If you
do not have any Rations, you start to starve, and each day you
lose -1 to each Stat until you eat again. If you reach 0 in any of
your Stats, you are Wounded. If you reach 0 in two of your Stats,
you are Wounded again. If you reach 0 in all of your Stats you
die of starvation.
37
Inventory Limits

Each Scout has a limited number of inventory slots. The number


is based off of Strength. If you have a Strength of 10, you have
10 inventory slots. When your slots get full, you must decide
what items to drop and what to keep.

Ingredients go in the ingredient pouch, which fills up one inven-


tory slot. You can have up to 5 of each ingredient at a time.

200 credits take up one inventory slot. The rest of your credits
you can keep in a bank.

Armor, shields, and weapons don't take up inventory slots as


long as you are wearing them or wielding them.

10 torches take up one inventory slot, as do 10 Rations and 10 of


any specific type of potion.

38
Settlements

Here’s a non-exhaustive list of things you can do while you’re in


a settlement.

1 Sell loot and buy equipment.

2 Explore (Roll d100 on Settlement Event Table)

3 Hire Scouts at the tavern.

4 Pick up quests.

5 Practice an art.

6 Make a scroll or potion if you have the materials and/or money.

7 Hire a mount or vehicle.

8 Spend time with fellow Scouts. Roll to see who's here.

9 Learn a new Miracle from a scroll.

10 Rest at an inn for 10c a person.

39
Combat
Combat is common for Scouts of the Spire. It's basically their
bread and butter. They are very good at it, but not immortal.

Fights are broken up into rounds which take about 10 seconds


of time. Each round, everyone takes one action until the fight is
resolved. Dexterity measures your attack with ranged weapons
and certain special weapons. These weapons are bows, daggers,
whips, and pistols. You use Strength to attack with everything
else, including fists.

Guarding
You can choose to guard yourself or another Scout during your
turn in a round instead of attacking. If you guard yourself and
you are attacked, you only take half damage. If you are guard-
ing someone else, you take half damage for that person.

Initiative
When a fight is about to break out, every Scout checks for Wits.
If they succeed, they attack before their enemies. Whoever fails
their Wits test attacks after the enemies.

Defending
When an enemy attacks you, roll your Scout’s Dexterity to see
if the attack lands. If it does, it attacks for whatever its damage
dice is, minus whatever your Armor is. If it misses, the round
continues and the next person or enemy tries to attack.

40
Critical Hits
When you roll a natural 1 when going to attack an enemy, you
then get to critical hit that enemy. You roll 2 dice of whatever
your damage dice is. For example if Iris rolls a natural 1 when
attacking a giant spider with a whip, then her damage would be
2d6. Critical hits ignore armor.

Fumble
If you roll a natural 20, you fumble. This can express itself in
one of four ways.

Fumble Table:
1 You drop your weapon for the next round, if this is a compan-
ion then you trip and fall and miss the next round
2 Your weapon breaks (Unless it's special then you just miss)
3 You hit yourself for d4 HP
4 You hit an ally for d4 HP (-1 to Friendship Points)

Flying Creatures
Some creatures in the Spire fly. Any flying creature lands once
half its HP is gone. When flying, they can only be hit with Mir-
acles, whips, flails, guns, or bows. You can also throw a weap-
on at them but miss the next round picking it up. You use Dex-
terity to throw a weapon.

41
Wounds
When your HP reaches 0, you receive a Wound. When you re-
ceive a Wound, there is a chance you also receive a Trauma.
Roll a d8 to see what happens. When a Scout has three Trau-
mas, that Scout quits and joins the Keepers and is no longer
available to play as or with.

Wounds Table:
1 Once healed, your max HP increases by one.
2 You're Frail for three days, after which your Strength increas-
es by 1.
3 You're Dizzy for three days, after which your Dexterity in-
creases by 1.
4 You develop a noticeable scar.
5 You're Confused for three days, after which your Wits in-
creases by 1.
6 You're Frail and Dizzy and Confused until you find a safe ha-
ven to spend the night in.
7 -5 HP to your total HP for one week. Once healed, add d4 to
your max HP.
8 Mark one point of Trauma.

42
Types Of Damage
Depending on the type of damage you are inflicting or facing,
the actual damage may be different. For example, if you are
wearing a coat that halves all fire damage and a fire slime at-
tacks you with its flame belch for 6 HP, you only lose 3 HP.
Some enemies are weaker to certain types of damage, some are
stronger, and some are immune.

Opponents take double damage if they are weak to a damage


type, and half damage rounded down if they are resistant to it.

Damage Type Table:


Physical
Fire
Ice
Earth
Air
Poison
Psychic

Morale
Every creature has a morale score. When their health hits lower
than half, or their numbers dwindle to less than half, an enemy
may make a morale check on his, her, or its turn. If the number
is at or higher than the enemy’s morale score, that enemy flees.
If the number is lower than the enemy’s morale score, that ene-
my steels their resolve and stands and fights.

43
Miracles
Miracles are magic that Scouts are capable of. They gain these
strange powers when they are dipped in the miasma as children
and survive. You learn more Miracles by finding scrolls. You can
only use scrolls to learn new Miracles while in a city, village, or
town. Miracles, and skills, ignore an enemy’s Armor. You use
Ability Dice to use Miracles and most skills. Some items are also
imbued with the power of Miracles. We’ll look at those a little
later on.

In order to use Miracles, enemies must SAVE. If you roll a d20


and the number is lower than the enemy’s SAVE score, you ei-
ther miss or only hit for half damage. If you roll the same or
higher than the enemy’s SAVE score, it’s a full-on hit.

When you receive a scroll, roll on this table to see what Miracle
is on it. You can sell a scroll for 50c. You can make a scroll if
you have Divinite Paper and 100c while in a settlement or at
camp.

Miracles Table:

1 Swarm: Summon a swarm of insects to attack (DICE) oppo-


nents for (SUM) poison damage.
2 Psychic Dart: A dart of psychic energy fires at (DICE) oppo-
nents for (SUM) psychic damage or half on a successful SAVE.
3 Fireball: Summon a 20-foot radius fireball that deals (SUM)
damage or half on a successful SAVE.
4 Ice: Summon a 20-foot radius ice ray that deals (SUM) dam-
age or half on a successful SAVE.
5 Glitter Spray: You shoot out an array of sparkly glitter. Up to
(SUM) creatures are stunned for (DICE) rounds.
44
6 Bind: Magically hold (DICE) creatures or objects in place for
up to (SUM) rounds.
7 Float: Float and fly around in any direction as fast as you can
run for (SUM) minutes, after which you fall safely downward.
8 Protection: A bubble of protection surrounds a creature you
can see and increases their Armor value by (SUM) for (DICE)
rounds.
9 Drain: You drain the life from a living creature and heal
(SUM) HP unless they SAVE.
10 Haste: A creature you can see doubles its speed for (SUM)
rounds, giving it an extra Action and Reaction each round. They
become Dizzy after the effect ends.
11 Light: An object you touch emits a sphere of light affecting
everything nearby for (SUM) hours.
12 Earthquake: The ground shakes violently for (SUM) rounds.
Deals (SUM) earth damage or half on a successful SAVE. If the
enemy is flying, it doesn't affect them.
13 Fear: (SUM) targets see intense visions of their deepest, dark-
est fears. They flee from
the caster unless they SAVE. Each target who fails can try again
at the end of their next turn.
14 Pacify: Creatures develop an intense hatred of violence unless
attacked for (SUM) rounds.
15 Restoration: A creature you touch regains (SUM) HP.
16 Poison: You poison (DICE) creatures and give them (SUM)
poison damage.
17 Wind: Summon sharp winds to plague an enemy. Deals
(SUM) air damage or half on a successful SAVE.
18 Sniff: A creature can smell all scents up to 120’ away for
(SUM) turns.

45
19 Spider Climb: You can climb surfaces like a spider for
(SUM) minutes.
20 Whirlwind: You create a vortex of air that can deflect mis-
siles for (SUM) rounds.

Alchemy
If you are a Survivor or a Jack with the skill Alchemy, you can
perform alchemy even if you are at a campsite. Otherwise, in or-
der to make potions and grenades, you must be in a settlement.
Alchemy works by combining two or three ingredients to make a
potion or a grenade. You can forage for ingredients as a camp ac-
tivity. Sometimes you may find them as drops from monsters.
You can also sell your ingredients if you have too many. Remem-
ber you can only carry up to five of an ingredient at a time in
your ingredient pouch. The numbers beside the ingredient or po-
tion are how many credits you can sell it for. To know how much
you can buy it for, multiply the number by two.

46
Ingredients Table:
1 Bomb Powder: Used to make grenades. Use two to make
Flash Grenades. 25c
2 Essence of Fire: Used with Bomb Powder to make Flame Gre-
nades. 10c
3 Essence of Ice: Used with Bomb Powder to make Ice Gre-
nades. 10c
4 Herbal Moss: Used to make Tonics. 25c
5 Sweet Water: Used with Herbal Moss to make Healing Tonics.
10c
6 Syrup: Used with Herbal Moss to make Greater Healing Ton-
ics. 10c
7 Coffee Beans: Used with Sweet Water to make Coffee. 25c
8 Tea Leaves: Used with Sparkling Water to make Calming Tea.
25c
9 Wildflowers: Used with Herbal Moss to make Anti-Venom.
10c
10 Sparkling Water: Used with Herbal Moss to make Eye
Drops. 10c
11 Salty Water: Used with Herbal Moss to make Frail, Dizzy, or
Confused Tonics. 10c
12 Crushed Bones: Used with Herbal Moss and Syrup to make
an Elixir. 25c

47
Potions Table:
1 Healing Tonic: This heals d6 HP. 50c
2 Greater Healing Tonic: This heals 3d6 HP. 75c
3 Frail Tonic: Cures Frail. 50c
4 Dizzy Tonic: Cures Dizzy. 50c
5 Confused Tonic: Cures Confused. 50c
6 Eye Drops: Cures Blind. 50c
7 Calming Tea: Cures Gloomy. 50c
8 Coffee: Cures Drowsy. 50c
9 Anti-Venom: Cures Poison. 75c
10 Elixir: Cures any status effect. 100c
Items
There are four types of items: Basic Treasure, Common Items,
Uncommon Items, and Rare Items. Basic Treasure has little use
outside of selling it, but Common Items, Uncommon Items, and
Rare Items are typically very useful. Many of these items are im-
bued with the power of Miracles. The numbers beside the items
are how much they are sold for. Double that number for how
much to buy them for.

Basic Treasure Table:


1 Scrap Metal 25c
2 Decorative Knife 50c
3 Recyclable Plastic 75c
4 Loose Copper Wires 100c
5 Cybernetic Eye 150c
6 Golden Locket 200c
7 Statue of Yaun 250c
8 Encyclopedia 275c
9 Bolt of Cotton 300c
10 Gallon of Gasoline in a Can 350c

48
Common Items
Flame Grenade: Explodes on impact, causing d6 fire damage to
all enemies and burning them for d4 rounds for d4 damage.
Ice Grenade: Explodes on impact, causing d6 ice damage to all
enemies and freezing them for d4 rounds.
Bandage: Stops Bleeding and heals for d4 HP.
Flash Grenade: Blinds all enemies, increasing every allies Dex-
terity by 2 for that combat encounter.
Torch: Lights up the dark. Can go out.
Arrows: Sold in packs of 10. Can be found in packs of d10.
Bullets: Sold in packs of 6. Can be found in packs of d6.
Glass Bombs: Glass Bombs are egg-shaped glass weapons that
when you throw them send smoke and glass flying everywhere.
Not many people use them anymore because they can be just as
dangerous to the user as to their enemies. Causes 5 damage to all
enemies and 2 damage to all of the player characters.
Jar of Poison: Allows you to poison your weapons for this com-
bat encounter.
Medikit: When one character has gone below half their HP, this
Medikit will heal them for 5 HP.
Tent: A tent can hold up to four people comfortably inside. It can
be folded up easily inside a backpack for convenience. It allows
anyone sleeping inside to heal for 1 HP a night.
Recording Disc: This small disc lets you record up to three
songs or poems. They make excellent gifts.
Fishing Rod: With this you will always catch something, even if
it's just a boot.
Grappling Hook: Used to climb things.
Retractable Shovel: Used to dig up things.
Rope: Used to tie up things or climb things.

49
Divinite Paper: Used to make scrolls or letters.
Glass Vial: Used to contain liquids.
Lock Picks: These give you advantage to unlock doors and
treasure chests.
Cloak of Warmth: Wearing this cloak lets you ignore cold tem-
peratures. Halves ice damage.

Common Items Table:


1 Flame Grenade 25c
2 Ice Grenade 25c
3 Flash Grenade 25c
4 Bandage 2c
5 Torch 2c
6 Arrows 1c
7 Bullets 2c
8 Glass Bombs 15c
9 Jar of Poison 20c
10 Medikit 45c
11 Tent 45c
12 Recording Disc 25c
13 Fishing Rod 30c
14 Grappling Hook 25c
15 Retractable Shovel 15c
16 Rope 5c
17 Divinite Paper 2c
18 Glass Vial 2c
19 Lock Picks 2c
20 Cloak of Warmth 50c

50
Uncommon Items
Lucky Charm: This charm allows the user to reroll an unlucky
Accuracy roll up to ten times before it loses its luck.
Armor-Piercing Bullets: These are bullets that ignore armor and
adds +2 to each attack. Can be found in packs of d6.
Barbed Arrows: These arrows cut deep and adds +3 to each at-
tack. Can be found in packs of d10.
Sun Bread: Counts as one Ration. Gives you a +1 to Strength
your next combat encounter.
Magic Candy: When eaten, gives you an extra temporary Ability
Dice.
Midnight Eyeglasses: Midnight Eyeglasses are glasses that let a
character see in the dark as well as if there were light.
Ring of Health: When wearing this ring, increase total HP by 2.
Ring of Glory: When you roll a 1, 2, or 3, treat it as a critical
roll.
Gas Mask: Wearing this makes you immune to becoming Poi-
soned.
Goggles: Wearing this makes you immune to becoming Blinded.
Picture From Home: As long as you have this, you can't be
Gloomy.
Fire-Resistant Coat: Halves Fire damage.
Ring of the Egg: When reduced to 0 Hit Points, you may instead
choose to resist with exactly 1 Hit Point. If you do, the ring
breaks.
Mask of Wit: Increases Wit by 1 while you wear this mask.
Boots of Stone: Halves Air damage.
Hard Skin Jumpsuit: Halves Earth damage.
Trenchcoat: Halves Poison damage.
Spare Magazine: Once per combat encounter, after rolling an
Accuracy Check with a Firearm, you may reroll that dice.

51
Pointy Yellow Hat: You gain a +1 bonus to your Miracle
Checks.
Bracelet of Power: When you roll Ability Die, double one of the
numbers. You can do this 5 times until the bracelet breaks.

Uncommon Items Table:


1 Lucky Charm 100c
2 Armor-Piercing Bullets 10c
3 Barbed Arrows 8c
4 Sun Bread 50c
5 Magic Candy 100c
6 Midnight Eyeglasses 200c
7 Ring of Health 250c
8 Ring of Glory 250c
9 Gas Mask 150c
10 Goggles 150c
11 Picture From Home 100c
12 Fire-Resistant Coat 200c
13 Ring of the Egg 200c
14 Mask of Wit 150c
15 Boots of Stone 200c
16 Hard Skin Jumpsuit 250c
17 Trenchcoat 150c
18 Spare Magazine 50c
19 Pointy Yellow Hat 150c
20 Bracelet of Power 250c

52
Rare Items
Lucky Credit: Every time you find credits, find 2d6 more cred-
its.
Alenka Doll: These are unique dolls, each one one-of-a-kind.
They are worth 1000 credits each, but many people collect them,
and if you find a collector, they may be willing to offer you even
more credits for it. They also make great gifts and bargaining
tools. They can be found all over the world, even in monster lairs.
No one knows who makes them or distributes them.
Escapist's Knife: The Escapist's Knife is a small knife that can
cut through any material, even steel and rock.
Floating Lantern: This lantern floats alongside whoever it is at-
tuned to. It can only be attuned to one person. Its flame will never
go out. It requires no oil.
Skin-Tight Gloves: Wearing these makes you immune to all sta-
tus effects.
Truffle of Vitality: This candy permanently gives you an extra
life point.
Growable Boulder: Pour water on this seemingly unexceptional
rock and watch it grow into a giant boulder that crushes any and
all enemies. It can only be used once.
Sun Visor: You gain a +2 to your accuracy checks.
Boots of Speed: These boots give the wearer an extra action per
round. They are magically infused leather and go up to the knee.
Very fashionable.
Music Player: All humanoid creatures in front of you are com-
pelled to make a SAVE check or dance.
Sneezing Powder: Throw this at enemies and they will be too
busy sneezing for d4 rounds to fight back.
Cape of the Wild: This cape, when worn, will allow animals to
be non-hostile to you. They will still attack your allies if they are
not wearing one.
53
Hood of Shadows: This hooded cape lets you blend in with the
shadows, making you hard to see and the last one attacked in
combat. At night or in dark places like caverns gain a +2 to Dex-
terity rolls.
Ring of Night Fencing: This ring increases your combat prow-
ess when fighting enemies in dark places like caverns or at night.
It adds +2 to attack rolls.
Belt of Stomach Protection: This belt keeps you from getting
Dizzy.
Hat of the Scholar: Wearing this hat keeps the wearer from get-
ting Confused.
Ring of Weariness: The wearer of this ring will not suffer Frail.
Ring of Alertness: While wearing this ring, you do not need to
sleep and Drowsy attacks do not affect you.
Wooden Snake: This wooden toy looks like a snake, but when
thrown to the ground it becomes a real, giant snake that attacks
the holder’s enemies. It has 3 HP and attacks with a 3 in 6 chance
to poison the enemy. When the battle is over, or it dies, it returns
back to its wooden form. It requires 24 hours to recharge before
it can be used again.
Apple Sack: Once a day this small sack conjures up a single ap-
ple. Where it's getting these apples from is a mystery.

54
Rare Items Table:
1 Lucky Credit 2000c
2 Alenka Doll 1000c
3 Escapist's Knife 1000c
4 Floating Lantern 1500c
5 Skin-Tight Gloves 2000c
6 Truffle of Vitality 2000c
7 Growable Boulder 500c
8 Sun Visor 1000c
9 Boots of Speed 2000c
10 Music Player 1000c
11 Sneezing Powder 500c
12 Cape of the Wild 2000c
13 Hood of Shadows 1000c
14 Ring of Night Fencing 1000c
15 Belt of Stomach Protection 500c
16 Hat of the Scholar 500c
17 Ring of Weariness 500c
18 Ring of Alertness 1000c
19 Wooden Snake 1000c
20 Apple Sack 1500c

55
Special Weapons And Armors
Special weapons and armor can’t be broken and sell for 2000c.
They cannot be bought and must be found during your adven-
tures. Feel free to make your own, maybe with their own back-
stories!

Sleek Shield: This shield has a 1-3 out of 6 chance of reflecting


back missiles targeted at the wielder.
Spider’s Fang: This dagger attacks for d6 damage and has a 1-3
out of 6 chance of Poisoning the enemy.
Silver Sword: This sharp one-handed sword is completely made
of silver and can cut through armor.
Serrated Machete: This serrated machete attacks for d8 dam-
age.
Fire Bow: If you have a torch or other way of lighting fires, you
can light these arrows for this bow on fire and add +2 damage to
attacks, or +4 if the enemy is vulnerable to fire. If the enemy is
resistant to fire, it does no extra damage.
Revolver: This gun attacks for d12 damage but takes one round
to reload.
Thorn-Wrapped Club: This club tears as well as bashes. It at-
tacks for d8 damage.
Staff of Miracles: This staff adds +2 Ability Dice.
Hunting Bow: This bow takes +2 to Dexterity checks against
animals.
Ice Cannon: This gun shoots ice damage at enemies and if it
does not kill them, it freezes the enemy for its next turn.
Greataxe: This two-handed axe attacks for d10. It is very useful
at chopping wooden things up.
Psychic Whip: This whip is imbued with psychic energy and
does d10 psychic damage against humans who are not zombies.
Against those strong against psychic attacks, it does d4 damage.
56
Excalibur: You gain advantage on Strength checks against hu-
manoid enemies with this two-handed sword.
Bug Crusher: With this club you gain advantage on Strength
checks against bugs.
Robot Dismantler: With this flail you gain advantage on
Strength checks against robots.
Eye Poker: This dagger blinds enemies it strikes, giving your
party advantage on all Dexterity checks for the duration of com-
bat.
Barbed Whip: This whip attacks for d8 damage and always
Binds when an attack is successful.

Quests
You usually pick up quests in settlements, but sometimes you
may receive a letter from Lotus detailing an important mission or
find someone on the side of the road who needs assistance. You
can come up with your own quests, or use one of the two quest
tables provided on the next few pages. One has more specific
quests, while the other is more for inspiration.

57
Specific Quest Table:
1 Escort the farmers and their wagons to the next settlement.
2 Defeat the (Strong Enemy) in the nearby ruins.
3 Find the treasure in the nearby bandit hideouts.
4 Kill x amount of raiders in the area.
5 Clear out the ruins/caves/mines/abandoned village.
6 Kill x amount of pests in the settlement (Giant Rats, Giant
Wasps, Giant Roaches).
7 Deliver this package to the next settlement.
8 Clear the roads of bandits and raiders between the settlements.
9 Guard the homestead/farmstead for d8 days.
10 Recover the merchant’s wares from the raider hideout.
11 Escort the worker from one settlement to the next.
12 Bring an artifact to Crystal Heights.
13 Capture the Wanted criminal and deliver him or her to the
nearest settlement.
14 Recover Lotus’s materials from the raiders.
15 Investigate the mysterious building/ruins/organization.
16 Find the powerful weapon in the ruins/caves/mines/hideout.
17 Destroy the bandit/raider hideout.
18 Find the missing scientist/man/woman/child.
19 Harvest x amount of ingredients.
20 Kill the creature in the bounty and return proof to the quest-
giver.

58
Inspiration Quest Table:
1 Bounty: Capture Boss alive, subdue with rope
2 Bounty Hunting: Kill Boss, bring proof to quest-giver
3 Clear out: Clear out a dungeon by defeating its final Boss
4 Harvest: Harvest a certain amount of monster ingredients
5 Defeat (X): Defeat x amount of a certain type of creature
6 Collect Treasure: Find a certain treasure or artifact and return it
to the quest giver
7 Investigate: Search or investigate a location or study an individ-
ual to discover their secrets
8 Deliver: Deliver an item or transport a person to someplace

Dungeons
Mines, ruins, ravaged villages, and more dot the landscape of the
Spire. These places are full of danger and treasure for those brave
enough to venture inside. You usually go into a dungeon as part of
a quest or mission. The mission or quest is considered completed
when either all the rooms are cleared or the boss or leader of the
dungeon is dead. In order to create a boss or leader out of a basic
enemy, just give them 10 extra HP.

Use this table to traverse the dungeon. You will be drawing your
map as you enter room by room, or corridor by corridor.

Dungeon Table:
1-5 Encounter Table
6 Torch Goes Out
7 Trap
8-11 Enemy
12 Boss or Leader

59
For each defeated enemy encounter inside or outside a dungeon,
roll on the Treasure Table:

Treasure Table:
1-2 2d6 credits
3-4 Random Ingredient
5-6 Random Potion
6-7 Scroll with Random Spell
8-11 One Basic Treasure
12-16 One common item
17-18 One uncommon item
19 One rare item
20 One Special Armor or Weapon

Treasure Chests
If you find a treasure chest, roll on the treasure table three times.

Generating Your Dungeon


To draw the dungeon, use graph paper or a loose-leaf sheet of pa-
per. Then use the following tables to generate your dungeon room
by room.

What's behind the door:


1-4 Room
5-6 Corridor
7 Stairs leading up
8 Stairs leading down

Door or Chest:
1-2 Unlocked
3 Locked
4 Trapped
60
How many doors does the room or corridor have? (Counting the
one you just came through)
1 one
2-4 two
3-5 three
6 four

Where is the door?


1 North
2 South
3 East
4 West

Room Shape:
1-2 Square
3-4 Rectangle
5 Circle
6 Octagon
7 Triangle
8 Oval

How big is the room?


1 Small
2-3 Medium
4 Large

What shape is the corridor?


1-2 4 way-intersection
3-5 three squares long
6-7 T-intersection
8 U-intersection

61
Search The Room
After resolving the event or encounter in the room, you may
search it.

Search Table:
1-4 Find a Clue
5 Torch Goes Out
6-7 Find a Treasure (Roll once on Treasure Table)
8 Trigger a Trap (Roll on Trap Table)
9-11 Wandering Enemies Attack
12 Don't Find Anything

If you come to a dead end, you may need to go back to a previous


room and try a door you haven’t gone through yet. The first room
of the dungeon always has at least two doors, the one you came
in through and one you may yet pass through.

62
Traps
You may encounter traps in the wilderness or in the dungeon.
When you do, roll on the traps table.

Traps Table:
1 Darts attack the characters, test Dexterity to avoid getting hit for
d4 HP
2 Poison gas fills the room, test Strength to avoid getting Poi-
soned
3 A trapdoor opens under the feet of one of the characters and that
person becomes stuck a floor lower unless they can find a way out
4 A bear trap catches one of the characters, test Strength to open it
or suffer 1 HP each failed attempt
5 Spears coming out of the wall attacks two random Scouts, test
Dexterity to avoid getting hit
6 A giant stone block falls on a random Scout, test Wits to see it in
time to avoid it

Clues
You may find Clues while in a dungeon. Clues are a meta-
currency you can spend to unlock more secrets from the dungeon.
1 Clue: Reveals a secret passageway
3 Clues: Reveals the location of the boss or leader
5 Clues: Reveals a treasure chest

Leaving The Dungeon


When you go to leave a dungeon, for each room or corridor you
pass through again, roll a d12 to check for wandering enemies.
On a 1-8 you’re safe, on a 9-12 you encounter d4 wandering ene-
mies.

63
D100 Event Tables
Wilderness Event Table:
1 d6 Rations spoil.
2 You come across a totaled car on the side of the road (1-3 Find
Scrap Metal, 4-7 Find Common Item, 8 Find Uncommon Item).
3-6 You find a shortcut, lose a day of travel.
7 You encounter d6 bandits robbing a caravan.
8-10 You find d6 worth of Rations in a berry bush on the roadside.
11 You get the sense you are being followed.
12 A giant spider grabs someone from your party off the road and
into its web nearby.
13 You encounter d6 bloodthirsty raiders blocking your path.
14 You see a giant vulture guarding a treasure chest, it hasn't seen
you yet.
15 The weather suddenly changes from one extreme to another.
16 You find an abandoned motorcycle on the side of the road, you
can keep it and add two extra days of travel time to the next settle-
ment.
17 The party encounters a barking hound who seems to want them
to follow it.
18 The party finds a satchel of herbs to make a Greater Healing
Tonic if they have the Alchemy skill.
19 The party encounters numerous ant hills blocking the path, on a
Wits check a character can use a torch or a Fireball to burn the
ants, otherwise go around and gain an extra day of travel.
20-22 You encounter a corpse that has the following on its person:
1-2 d10 Arrows, 3-4 d8 bullets, 5-6 3d6 credits, 7-8 Uncommon
Item.
23-25 The party encounters a merchant on the road: 1-2 Common
Items, 3-4 Potions, 5-6 Scrolls, 7-8 Uncommon Items.

64
26-27 A farmer calls out from the roadside for help.
28-29 A woman (1-3) or man (4-6) on the roadside asks for an es-
cort to a nearby hamlet 2 days worth of travel away.
30-33 The party encounters a Scout on the road.
34-36 The characters find an abandoned backpack with interest-
ing contents (Roll on Treasure Table).
37 A character in your party receives a letter from someone they
know by bird.
38 A member of your party develops a cold for d6 days; Dexterity
and Wits rolls are at disadvantage.
39 d12 Bandits demand a toll from you to pass.
40 You find a journal referencing a great treasure in a nearby dun-
geon with a map.
41 Encounter a bear trap; have all characters make a save.
42 The party finds d6 ingredients on the side of the road.
43 Encounter an Alchemist on the road who will buy your potions
for double what they are worth.
44 Encounter a troupe of pilgrims who offer to share their camp,
food, and offer to heal you for free.
45-46 There is a tavern/inn up the road.
47 You encounter the Dragon Squid.
48 You see a beautiful sight, inspiring your next craft for d6 times
you work on it you'll get +2 crafting points.
49 You get a letter from Lotus urging you to head to Crystal
Heights when you have the chance.
50 A teammate is bitten by a bug and Poisoned for the next d6
battles unless cured.
51 You get a letter from Lotus with a new mission for you.
52 A man bumps into you in the road, pickpocketing 3d6 credits.
You can roll for Dexterity to catch him.
53 One character gets food poisoning; add an extra day of travel.
54 Find a potion in the road.

65
55 Find a scroll in the road.
56 Encounter a friend.
57 A traveler challenges you to a gambling dice game.
58 A member of the party falls into a hidden pit and becomes
stuck. You can roll Dexterity to climb out, or use a grappling hook
or rope. Otherwise gain an extra day of travel.
59 Encounter a river; you must spend a day of travel looking for a
bridge.
60 You find a riddle; if you answer the riddle correctly a Rare
Item pops out of thin air.
61 Encounter a soothsayer on the road who will read your fortune
for 50 credits.
62 An injured delivery man asks you to deliver a package for him
to a settlement that is d4 days away.
63 Find some seemingly edible mushrooms on the side of the
road (1-3 advantage to Strength rolls for the next d6 days 4-6 fall
asleep and add an extra day of travel time).
64 The group encounters a farmstead on fire; it is not clear if any-
one is trapped inside.
65 You encounter an orphan on the road (you may escort them to
the nearest city).
66 The party encounters a merchant who's wares have been stolen
by Raiders (1-3) or Bandits (4-6) who are hiding in a cave d4
days travel away.
67 An assassin hired by an enemy of yours jumps out at you.
68 You encounter a grizzled band of mercenaries.
69 You encounter a bear and her cubs in the middle of the road;
she won't attack unless you approach.
70 The characters pass by a group of nomads on camels (North
Spire) or horses (South Spire).
71 A group of d4 enemies ambush the party.

66
72 The party sees d4 enemies ahead and has an opportunity to
ambush them.
73 The party encounters a bounty hunter with his/her query.
74 The party encounters a statue of a Yaun. They can sell it for
1000 credits. It is heavy. Characters who hold it have a -2 to
Strength.
75 The party encounters an empty car. They can siphon gas from
it.
76 The party encounters bandits fighting raiders.
77 The party encounters a scavenger who asks for help.
78 The party finds an abandoned nest with d4 eggs inside. They
sell for 200c each, can be eaten, or can be kept to see what hatch-
es from them.
79 The party encounters a pharmacy. Inside is d4 potions.
80-83 You encounter an animal in the road; you can shoot it with
a bow for Rations (1-3 Deer d8 Rations 4-6 Rabbit d6 Rations 7-
8 Squirrel d4 Rations).
84 You encounter an ancient library, find d4 scrolls inside.
85 You encounter d6 raiders savaging a farmstead.
86 If you are on a mount, it gets hurt. Requires d4 days to heal.
87-90 You find a pouch in the road with either 2d6 credits (1-3)
or 100 credits (4-6) inside.
91 You encounter a traveling bard (1-3 alone, 4-6 with a troupe).
92 d6 Wolves start to follow the party, they don't seem to want to
attack…yet.
93 A young couple bickers as they dig for something beside the
road.
94-95 The party encounters a traveling circus
96 The party encounters a man or woman who looks just like the
brigand from a Wanted poster in a nearby settlement.
97 The party finds a weapon in the road (1-2 bladed, 3-4 blunt, 5
bow, 6 special).

67
98 The party passes through an abandoned village (1-2 find a
Basic Treasure, 3-4 Find d8 Rations, 5-6 Find a Common Item, 7-
8 Encounter d4 enemies).
99 You encounter someone’s wagon broken down on the side of
the road, you might get a reward if you could fix it or even escort
the owner safely to their destination.
100 The party falls in a pit and enters an underground dungeon, if
they have grappling hooks they can try to climb out, otherwise
they have to explore the dungeon looking for a way out.

Dungeon Event Table:


1 There is a crank in the room; if pulled it will cause one of the
following to happen: boss jumps out 1-2, a treasure chest appears
3-4, poisonous frogs rain from the ceiling 5-6, darts shoot out
from the walls 7-8, all the doors in the dungeon unlock 9-10.
2 The party encounters two different enemy factions fighting each
other.
3 The party comes across an empty campfire with delicious-
smelling soup hanging over it; eating it will cause the following
effects: Recover all HP 1-3, lose d4 HP 4-6, fall asleep and get
ambushed by enemies 7-8.
4 A wounded and bedraggled bandit jumps out and steals 3d6
credits from the characters before running off, can use Dexterity
to chase after him or her. On a fail, he or she gets away.
5 A group of creatures flee around the characters; something has
spooked them.
6 The characters find a treasure room unguarded (2 Uncommon
Items, 1 Rare Item, and 3 Common Items).
7 You enter an empty room with a full, unopened bottle of wine
(100 credits) on the table.
8 You find an apothecary, find d4 potions.

68
9-10 You come upon a fountain pouring crystal blue water, if you
drink it you will recover all your HP.
11 The party finds 1d20 barrels of gunpowder, gunpowder litters
the floor, don't light any fires, roll Wits to make sure your torches
don't light the room on fire or suffer d8 damage.
12 The party finds runes on the floor, Miracles won't work in this
room.
13 The party finds a treasure map. Find one Clue.
14 The party finds a corpse with an Uncommon Item. Find one
Clue.
15 The party finds a corpse with a Basic Treasure. Find one Clue.
16 The party finds an ancient library, find d4 scrolls.
17 The party finds a perfect fishing hole, fish for 2d6 Rations.
18-20 The party finds the perfect room to camp.
21-22 The characters encounter someone locked in a cage.
23-26 Every door in this dungeon is locked.
27 You enter a room with an owl statue that is missing inserts in
its eyes, if you look around the room you will find a red gem and
a blue gem, insert them into the owl's eyes to open a secret room
with a treasure chest.
28 You find a special weapon or armor on a pedestal, when re-
moved, the dungeon starts to collapse.
29 A farmer approaches the party, woefully under-equipped for
fighting, looking for his dog which ran into the dungeon earlier
that day.
30 A blademaster is wandering the dungeon in search of a foe who
can beat him or her in combat, he or she may ask a melee attacker
for a duel, the winner of the duel receives 2XP and 100c. The
blademaster has 10 HP and 1 Armor and SAVES for 12.
31 The flora in this room are mutated and savage and will try to
Poison the characters, roll a Dexterity check to see if you avoid
them.

69
32-34 The party comes across an armory, they can exchange
weapons and/or armor and refill their quivers and bullets up to 20.
35 An assassin jumps out to attack one of the characters, roll Wits
to avoid his or her attack on time.
36 The room is full of webs, the next room you roll will have d4
giant spiders.
37 A boulder blocks the door, this requires a Strength test to
move.
38 The ground crumbles, text Dexterity to see if you get out of the
way in time or drop down to the dungeon level below.
39 You encounter a slime of every type in this room.
40 Behind a locked cage door is a Rare Item.
41-43 You find a map crudely drawn on the wall, go ahead and
draw the next three rooms.
44 The party encounters mushrooms, if eaten they have the fol-
lowing effects: 1-2 Recover all HP, 3-4 Poison, 5-6 Dizzy.
45 The characters encounter a room full of strange gas, anyone
who passes through without a gas mask suffers one of the follow-
ing effects: 1-2 Befuddled, 3-4 Poison, 5-6 Blind
46 In the center of this room is a large trap that will hurt charac-
ters for d6 damage, use Dexterity to try to avoid it.
47 The characters encounter d4 children who are from the nearest
settlement who have gotten lost in the dungeon.
48 In this dungeon, Miracles have a 50% chance of backfiring (1-
50 no, 51-100 yes).
49-52 The characters encounter d6 enemies who haven't noticed
them yet.
53 The characters encounter a rival band of hostile scavengers
54-55 During a combat encounter, the party is suddenly aided by
a Scout (roll on scout table).
56 Test Wits to see if you notice the ambush before it is launched.

70
57 The characters encounter a group of d4 mercenaries asking if
they have a medic or healing items with them.
58 The dungeon starts to groan and shake and collapse.
59 The party encounters a wounded scavenger surrounded by d6
enemies.
60-62 The party encounters a scavenger who desperately needs
their help.
63-65 A lady in yellow approaches the characters about killing a
specific enemy, if you succeed, she gives you a Rare Item.
66-68 The characters find d10 edible mushrooms growing along
cracks in the floor.
69-70 The characters stumble across moss known for its medici-
nal properties.
71-72 The characters encounter a group of drunken enemies
whose accuracy is affected by 2.
73 The characters encounter a mad pilgrim who refuses to leave
the dungeon until his or her pilgrimage is complete (slay the boss
then escort him or her home).
74 The characters spot d6 enemies being served by a human in
fetters.
75 A creature approaches the party and desperately begs for their
help.
76-77 The rooms in this dungeon are particularly cold. Dexterity
is -2 while in the dungeon unless wearing something warm.
78-79 The rooms in this dungeon are particularly hot. Strength is
-2 while in the dungeon unless wearing something to counteract
the heat.
80-82 You find stairs leading up.
83-85 You find stairs leading down.
86 This room is empty but you can search to find 100c, roll a d12
for time passing, on a 9-12 a group of wandering enemies happen
upon the party.

71
87 There is an unusual boss in this dungeon.
88 You encounter the Dragon Squid.
89 You come across a rickety bridge over a chasm, roll for Dexter-
ity or fall off the bridge and get injured for d4 HP.
90-91 This dungeon echoes, therefore enemies can hear you ap-
proach and always attack first.
92 d4 Rations spoil.
93-95 You encounter a nest of bones and corpses, in the next room
is the boss.
96 Plants grow along the floor of this section of the dungeon,
slowing the party and having them attack after their enemies for
d4 rooms.
97 A creature tells the party a riddle, on a correct answer gain a
Rare Item, on an incorrect answer be ambushed by d4 enemies.
98 A wall slams shut behind the party, making it so they can't turn
back.
99 A dog whines and digs at something in the corner of the room.
100 You find a Rare Item hidden behind a glass door; if you open
the door, it triggers a trap.

Settlement Event Table:


1-3 You receive a letter from a friend asking to meet with you.
4-6 The settlement is having a local festival.
7-8 A parade is passing by, throwing d4 Common Items.
9 A pickpocket steals 3d6 credits out of your pocket, with a Dex-
terity check you might be able to catch him or her.
10 You encounter a Scout who wants to travel with you.
11-13 You encounter a Scout who wants to do a mission with you.
14 d6 masked bandits attack the settlement.
15 A kindly old woman offers to feed the party stew and gives
them any leftovers, receive d6 Rations.

72
16 A thief steals an item in your inventory and runs off, check
Dexterity to catch him or her.
17-19 You encounter a friend.
20-23 You receive a letter from Lotus with a new mission.
24 The circus is visiting the settlement.
25 A famous bard is in the settlement, putting on a concert.
26 People race past the party, screaming about an animal attack.
27 The party finds a gem worth 2d6x5 credits in the street.
28-30 A merchant approaches you asking you to go to a nearby
bandit camp and retrieve their stolen wares.
31 A new fashion statement is in vogue, wearing it increases Wits
by +2 (hat 1-2, 3-4 cuffs, 5-6 Thigh-high boots).
32-34 A wealthy man or woman summons you to their manse for
a quest.
35 The local tavern is having a gambling contest.
36 The settlement is having a fishing contest.
37 The settlement is having a horse race.
38-40 You find 5d6 credits in the middle of the road.
41 You recognize someone from a Wanted poster.
42 You get the sense you are being followed.
43-45 A merchant asks you to escort him and his wares to the next
settlement.
46 One of the party bumps into an old lover.
47 A bear runs past, chased by performers.
48 A farmer is looking to hire guards to protect his farmstead from
monsters and bandits for d8 days, he will offer food and board.
49 The settlement is searching for a missing child.
50 Two carts collide in the street, scattering merchandise every-
where.
51 A horse is barreling through the street, roll for Dexterity to see
if you dodge, if not you get hit for d10 HP.
52 One of the party bumps into a rival.

73
53 There is a plague in the city, roll d6 to see if one of the party
catches it, 1-3 no, 4-6 yes, Strength and Dexterity are both at -1
for d8 days if you catch it.
54-57 A series of competitive games is being played in the settle-
ment for the next few days.
58 A member of the party is challenged to a duel by a rival.
59-60 The party receives a package from a friend with a Common
Item in it.
61 An overweight guard is chasing someone who just ran past the
party.
62 A thief asks the party to pickpocket (Dexterity check) a certain
wealthy man/woman for a reward.
63 Barrels suddenly start rolling down the street, check either
Strength to grab them or Dexterity to dodge them or suffer d4
damage.
64 The characters encounter a scientist bragging about his latest
invention that he is selling for 2000c.
65 The players encounter a dog barking furiously at them, it seems
to want them to follow.
66 To celebrate the birth of the settlement leader’s first daughter,
merchants today are buying items for twice their sell price.
67 An assassin jumps out at one character.
68 A d4 group of bounty hunters mistake the party for their query.
69 The party hears about sightings of a mad scientist digging up
corpses from the local graveyard in the middle of the night.
70 The tavern is selling drinks half off today.
71 d6 Wild hounds suddenly run through the streets.
72 There is a local animal show taking place.
73 The commander of the city watch wants to talk to the party.
74 The party is invited to a grand ball.
75 A nearby building is on fire, people may be trapped inside (1-2
yes, 3-4 no).

74
76 A group of d20 animals rampage through the streets.
77 A young wealthy man or woman asks the party to take him on
their next adventure, he can't fight or defend himself or carry any-
thing, but he might pay them handsomely.
78 A riot breaks out in the settlement, there's a fifty percent
chance of the party getting pulled into it.
79 Someone dumps waste out of a second story window, roll
Dexterity to see if you dodge, if you don't, lose -2 on Wits rolls
until you have a bath.
80 An alchemist offers to buy your potions for double what they
normally sell for.
81 One of the Scouts is kidnapped by a Wanted criminal.
82 There is a cat stuck in a tree and a child crying for it to come
down.
83 A bounty hunter asks the party for help catching a Wanted
criminal.
84 A man or woman falls in front of a speeding motorcycle, save
for Dexterity and receive a reward.
85 The sewers and alleys of the settlement are infested with d12
giant rats.
86-88 A stranger approaches and offers to sell a random scroll for
200c.
89 The party sees a merchant being attacked by d4 bandits in an
alley, when they go to help, the bandits and the merchant turn on
them.
90 The party receives a letter from someone they helped before
warning them that some suspicious people were asking about
them.
91 All the shops are closed in protest of raised taxes.
92-93 The local leader invites the party to dinner at his or her es-
tate.
94 An apothecary is handing out samples of a free potion.

75
95 d8 hooded thieves surround the party and tell them to empty
their pockets.
96 The party walks into a store while a robbery is in progress.
97 A prophet approaches the party, preaching about the Yaun.
98 A party member runs into a relative.
99 The Dragon Squid attacks the settlement.
100 The mayor stands on a small stage, speaking loudly to a
crowd of displeased people.

76
The Land Of The Spire

77
Map Locations:
Nameless Mountain: The Nameless Mountain is a huge mountain
that stands at the northern part of North Spire, standing sentinel
over the ruins of the Tower of Eden on one side and the wasteland
on the other. It is easy to climb to the summit as pilgrims have
carved a path to reach the ruins on the other side.
Ruins of the Tower of Eden: The Tower of Eden was an experi-
ment by mutants, cyborgs, and robots who tried to live out their
last days in peace during the Great War, and instead lived almost
forever in the Tower before a Scout named Baron came and de-
stroyed it with a Miracle.
The Brier: The Brier is a giant forest in South Spire where the
Children of the Brier and Nymphs live. The Brier is a miraculous
place filled with strange creatures.
Red Rivers: The Red Rivers are a red-soiled wasteland full of na-
tives who have lived and worked on the land for hundreds of
years. They are suspicious of outsiders and don't take kindly to
most forms of technology, believing it caused the world to end
once already. There are three unnatural rivers in Red Rivers, and
between two of them is Scarlet City, the second-biggest city in
North Spire. There are plenty of farmers who work the surprising-
ly fertile soil here, as well as miners who work in the nearby
mountains, and fishermen who fish the mutated waters of the riv-
er. Hunters are also a respected job here, and they hunt with bows
and arrows rather than guns.
Quiet City: Quiet City is the largest city in North Spire. It is
home to hardworking folks who don't trust outsiders. They have
been saved by Scouts and mercenaries from feral mutants and
raiders many times. It is home to a vibrant marketplace. There are
also quite a few wealthy oil barons and owners of mines who live
here who fund the safety of Quiet City.

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The Smokeys: The Smokeys are an unnatural desert made from
scorching the earth with miasma during the Great War. In the
Smokeys is Quiet City, the biggest city in North Spire. The
Smokeys are infested with all manner of vile human beings, but
also contains oil drillers and ranchers and miners just trying to
lead a quiet life.
Strange Lands of the East: The Strange Lands are a cold place
filled with wondrous creatures and is home to the Psychic Elves.
Village of Nodd: The Village of Nodd is actually a town that has
grown in recent years, despite the fact it is constantly under attack
by bandits and raiders.
Crystal Heights: Crystal Heights is the largest city in the Spire,
and home to Lotus’s Headquarters.
Revolt: Revolt is an island in Achak Lake where the party city
Zebulon is. It's also home to Prophets of Bizarre and many home-
less.
Achak Lake: The waters of Achak Lake are filled with mutated
fish and it's a popular spot for fishermen.
Sable Lands: The Sable Lands are a dark-soiled wasteland where
monstrous creatures and villains lurk. It is a harsh land with very
little civilization.
Zebulon: Zebulon is known as the Party City where an eternal
rave is taking place. You can find any drug or vice you desire
here.
Ruby Rowe: Ruby Rowe is the second-largest city in the Spire. It
is currently dealing with problems with feral mutants, and no mu-
tants are allowed in the city.
Soco Jungle: The Soco Jungle is full of poisonous beasts and tan-
gled overgrowth. It is hard terrain to navigate without a machete.
Soco River: The Soco River divides the Soco Jungle from Soco
Woods. There are plenty of fish in the river.
Soco Woods: Soco Woods are a temperate woodland filled with
small game to hunt.
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Soco: Soco is a town outside the Soco Jungle full of experts in
traversing the jungle for fruit and medicinal herbs.
Azure River: Azure River is the longest river in the Spire and is
used to ship supplies from one end of South Spire to the other.
Pildurn Swamps: The only true swamplands in the Spire,
Pildurn Swamps is full of mutated beasts but plenty of good fish-
ing.
Pildurn: The only civilization in Pildurn Swamps, Pildurn is a
fishing and hunting town.
The Dreadwood: The Dreadwood is a forest of dead and des-
sicated trees that hide horrors within.
The Moare Highlands: The Moare Highlands cut the Spire in
half. They are difficult to cross, even on foot, and most people
pass through Gate Town.
The Crimson Mountains: The Crimson Mountains are red and
brown mountains full of mines.
The Black Hills: The Black Hills connect to the Nameless
Mountain.
Nola Landing: Nola Landing is a port town that has ships that go
back and forth from Chesris Island.
Arid Acropolis: The only civilization in the Sable Lands, the Ar-
id Acropolis is a colony-city full of unsavory and unscrupulous
characters, as well as a few scientists from Lotus.
Upmines Fort: Upmines Fort was a fort during the Great War for
the humans. It is now a small mining town very well defended by
high stone walls.
Chesris Island: A new territory recently discovered in the last
hundred years, Chesris Island is mostly a mystery. It has one sci-
entist colony on it and a volcano.
Enbour Volcano: Named after the explorer who discovered it,
Enbour Volcano is a dormant volcano on Chesris Island.
Small Wilds: These woods separate Sister Town from Brother
Town.
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Plum Woods: Plum Woods is full of wild fruit trees and small
game. It is a tranquil forest with very few dangers.
Bleakwoods: The Bleakwoods separate the Sable Lands from
Pildurn Swamps. The forest is easy to traverse but full of dangers.
Lover’s Lake: Lover's Lake gets its name because it is in the
shape of a heart. Dozens of weddings take place here a year.
Romanta: Romanta is a city by Lover's Lake. It is a quaint city
filled with farmers and merchants.
Romanta River: Romanta River descends from the mountains
into Lover’s Lake in a splendid waterfall.
Bendy River: This aptly named river winds its way across south-
east South Spire.
River’s Crossing: River’s Crossing is a town at the intersection
of Bendy River and Azure River.
South Point: South Point is the southern-most city in the Spire.
Scarlett City: Scarlett City sits in the middle of Red Rivers.
Brother Town: Brother Town and Sister Town are ruled by a
family called the Frasiers. The current leader of Brother Town is
Carter Frasier. The two towns are currently in dispute.
Sister Town: Brother Town and Sister Town are ruled by a family
called the Frasiers. The current leader of Sister Town is Courtney
Frasier, Carter Frasier's cousin. The two towns are currently at
odds with each other.
Lake Fury: Lake Fury is known for its treacherous waves when
crossing by boat.
Fury Town: Fury Town sits on the coast of Lake Fury.
Dry Town: Dry Town is the only civilization in the Dreadwood.
It is mostly home to mutants and witches.
Enbour: Enbour is a colony town full of scientists and mercenar-
ies on Chesris Island.
Plum Village: A village known for its orchards, Plum Village is
located right outside Plum Woods, where lots of hunting and fish-
ing takes place.
81
Northy City: Northy City is the only city in the Strange Lands
and has the highest population of outsiders and Psychic Elves.
The Middlespids: A forest separating the cold northern part of
the Strange Lands from the slightly less colder south, The Mid-
dlespids are the biggest forest on the landmass.
Gate Town: Gate Town was established long ago as a bandit
hideout originally, but eventually transformed into a full town of
miners and travelers. To enter North or South Spire, one must pay
a fee of 100c.
Spiral Forest: A dangerous forest in the shape of a spiral, no one
has ever reached the temple in the middle.
Ruby Woods: The Ruby Woods are the forest where the denizens
of Ruby Rowe do their hunting and fishing.

Factions
Lotus Inc.: Scouts work for Lotus Inc. the leading science corpo-
ration in the Spire. Lotus has their hands in everything that tran-
spires either in North or South Spire. Their main building is locat-
ed in Crystal Heights. Lotus is run by three mysterious figures
who hide behind giant mechanical dragon heads. While Scouts
mostly find missions on their own, occasionally Lotus will send a
letter or message to a Scout demanding a specific mission be
completed.
Scouts of the Spire: Scouts of the Spire are Chosen given pur-
pose: to patrol the wastes of the Spire, protecting the weak.
Raiders: Raiders are a loosely organized group of commoners
who have turned to pillaging and murder and worse to get what
they want.
Feral Mutants: Mutants who have turned to raiding and using
violence to reach their ends are known pejoratively as feral.
Prophets of Bizarre: Mad priests who subscribe to the teachings
of the Yaun Bizarre, these prophets preach to whoever they can,
whenever they can.
82
The Keepers: Composed mostly of older Chosen, many of whom
were Scouts once, the Keepers study the mystery of Miracles.
Chosen: Those who have been dipped in miasma and survived,
Chosen are mostly Scouts or Keepers or work for Lotus in some
capacity.

Scouts
Iris/Sparrow: Iris or Sparrow is your main character that you
play as. His or her or their class is called a Jack, after Jack-of-all-
trades, and is the only character with this class. The background
of this character can be whatever you like to account for all of the
amazing skills you can learn. This character can be named Iris or
Sparrow to your liking and can be any gender.
Violet: Violet is a Cyborg bent on taking down Noah. She is stern
and determined but has a temper. She does not laugh very often.
She keeps her mind focused on the job at hand. It's possible she
and Noah were once lovers. That might be why she desires to
capture him so badly now that he's turned traitor.
Rose: Rose is a semi-famous Bard known for her joyous nature
and sassy dance moves. She has a bit of a rivalry with Violet and
Ivy. They trained together as children and are competitive with
each other. Rose is fun-loving and sarcastic, but knows when it's
time to jump into the fray.
Ivy: Ivy is a Nymph whose former lover was a Child of the Brier
who died on a mission. She has taken her lover's death hard and
has sworn to protect the new Clover, her lover’s daughter, from
such a fate. She has a rivalry with Rose and Violet that spans their
entire childhood. Ivy is quiet, contemplative, and always gets the
job done no matter how large or how diminutive the reward is.

83
Clover: This Clover is a new Scout, and the daughter of the for-
mer Clover. Ivy is her stepmother and although she loves her dear-
ly, Clover feels the need to strike out on her own and prove herself
as a Scout. She is best friends with Raven and Dove. They have
made a pact to always look out for each other.
Tulip: Tulip is a Psychic Elf from the Strange Lands who is mated
to Hummingbird. They go nowhere without one another. They can
read each other's minds and are bonded for life. If one dies, so too
does the other. Tulip is quiet and does not speak unless something
needs to be said. She keeps her judgements to herself but deep
down she has a snarky inner voice.
Daisy: Daisy is a Blade, and known as the Lady in White by those
she has rescued from bloodthirsty raiders, feral mutants, and
greedy bandits. Daisy is not one for idle chatter and gets the job
done no matter the cost. Scouting is her life, her only passion. She
has no other hobbies or loves. Her one true friend is her mentor,
Swan. She does not trust Crow even though he is a fellow Blade.
Nightshade: Nightshade is a Survivor and the sister of Raven and
Crow. She worries about her brothers for two very different rea-
sons. She worries about Raven’s fragile nature, and about Crow’s
violent one. She is the level-headed one of the three. She is a prag-
matic problem-solver who always tries to do the right thing if it's
possible. She is considered a great beauty with her black hair and
blue eyes.
Lily: Lily is a Medic who is professionally trained by Lotus. For a
time she wanted to be a Lotus scientist instead of a doctor, but sur-
prised even herself when she volunteered to be dipped in the mias-
ma and emerged as Chosen. She still retains her book smarts even
though her sheltered life hasn't really prepared her for the waste-
land of the Spire.

84
Petunia: Petunia is a Mutant raised by feral mutants in North
Spire. From the time she was a little girl she would raid farms
and caravans with her parents. A scientist from Lotus watched
her perform a Miracle one day and took her away from her hun-
gry, desperate life and did his best to “civilize” her in Crystal
Heights. This mostly worked but every now and then a savage
side of Petunia rears its ugly head.
Jasmine: Jasmine is a self-taught Gunner and the daughter of
farmers who were killed by raiders. She became a Scout to ac-
quire the skills to avenge her family. And she did. Now she trav-
els the lands of the Spire protecting the smallfolk. She has a dis-
taste for the wealthy and the powerful.
Lavender: Lavender is a Red Rivers Native with a wolf com-
panion named Howler. She grew up in Red Rivers and has a
great deal of respect for the land, its people, and its customs.
Even as a Scout she is slow to embrace technology and would
rather walk than trust riding on a motorcycle or in an airship.
Wherever she goes, Howler goes.
Marigold: Marigold is an Android from the Great War, though
not quite as old as Swan. Marigold appreciates life greatly and
enjoys the little things, like the taste of food or the smell of gaso-
line. They take great care in keeping their friends safe. They
know that being human, the others aren't as tough as them. They
also enjoy small animals and cute babies.
Phoenix: Phoenix is a Red Rivers Native with a pet dog named
Sparky who follows him around. He would die for Sparky, and
Sparky would die for him. Unlike most other Red Rivers Na-
tives, Phoenix drives a motorcycle. This motorcycle has a little
sidecar for Sparky. Phoenix is a little goofy and somewhat under
-prepared for the amount of trauma that the wasteland has wait-
ing for him and Sparky. He is determined to take down Noah,
who was his mentor.

85
Hawk: Hawk is a Mutant, and anyone with eyes can see that.
That's why he wears a mask and trench coat all the time. He is
slightly ashamed of his appearance but fiercely proud of his abili-
ties and his role as a Scout. He is older than one would guess and
has been Scouting for over twenty-five years. He travels a lot with
Violet and is one of the few people who can withstand her fierce
temper.
Eagle: Eagle is a Gunner who was actually born in Red Rivers
but left as a young man because he believes that the future will be
better with technology. Eagle is a dependable Scout who never
complains about the task at hand. He is a skilled gunslinger who
has sworn several times that he will never return to Red Rivers
where he now faces rejection from his former friends and family,
and yet he often finds himself pulled right back into the troubles
plaguing Red Rivers.
Hummingbird: Hummingbird is a Psychic Elf from the Strange
Lands who is bonded for life to Tulip. He adores her and would
do anything for her. He does not show this romantic side in the
presence of others and rarely speaks unless spoken to. He and Tu-
lip can read each other's minds and hold entire wordless conversa-
tions in that way.
Raven: Raven is a Medic and the newest Scout and a reluctant
one at that. His brother is Crow and his sister is Nightshade.
Raven’s best friends are Clover and Dove. He seeks to protect his
friends and family but the truth is he is more than a little fright-
ened about what the wasteland might have in store for them. He is
a quiet, thoughtful young man who can sense distress. He always
does his best to help.

86
Crow: Crow is a Blade and an almost-madman who is slowly
succumbing to miasma sickness, a condition that affects some
Chosen by deteriorating their sanity. Crow is unpredictable and
hard to work with. He is sarcastic to hide the fact he is losing
control. He laughs wildly at random times. His brother is Raven
and his sister is Nightshade. His father was the former Crow and
his mother was the former Violet, which might explain his un-
healthy obsession with the current Violet.
Swan: Swan is an Android and the oldest of all the Scouts. They
still have memories of the Great War. These memories haunt their
dreams at night. They have promised themselves that they will
die before they lose any more friends and will put themselves in
harm’s way to protect those they care about.
Dove: Dove is a Child of the Brier, though he was not raised in
the Brier. Rather, he was raised by Lotus and trained from child-
hood to become a Scout by Swan, who he considers his “true”
parent. Dove’s best friends are fellow Brier Child Clover and Ra-
ven. Dove has a good, kind heart and loves the feeling he gets
from helping those in need. Make no mistake, though: He will
get his hands bloody if he has to.
Canary: One of the newest Scouts after Noah killed the last Ca-
nary breaking into Lotus’s lab, this Canary won't die so easily.
Because he has a secret: He's actually a robot invented by Lotus
as a new kind of Scout. This is a secret even Canary doesn't com-
pletely understand about himself. He knows he's different, but
not why. His programming is stuck in his subconscious, just
where Lotus wants it to be…for now. Canary is a reliable Survi-
vor and he can easily learn new skills of survival just by experi-
ence.

87
Rooster: When the former Rooster died on a mission with Crow,
this new Rooster, a Nymph from the Brier, took his place. His
brother was the former Rooster, and this Rooster suspects some-
thing is strange about Crow and became a Scout to investigate
the circumstances of his forebear's untimely death. Rooster is
loud and boisterous, but keeps his intentions close to the vest.
Owl: Owl is a Cyborg who grew up in a raider camp as a slave.
He was thrown in a pool of miasma as a young boy and not ex-
pected to survive, but survive he did. He crawled out of that pit
and unleashed a huge Miracle upon the raider camp, destroying it
and freeing the other slaves. Word got around and Owl is now the
hero other slaves captured by raiders pray for, and the man that
raiders have nightmares about.
Robin: Robin is a Bard whose parents had big dreams for him as
a performer, before he fell in a pool of miasma as a teenager and
mutated. Though he is still handsome on the outside, he feels
twisted on the inside. His dreams of stardom are dashed as he is
relegated to a life of danger in the wasteland. He still enjoys sing-
ing and performing whenever he gets the chance, and he still
talks and walks with a flourish, but deep down, as the deaths he's
caused keep piling up, he wonders if when he fell into that mias-
ma he didn't crawl back out as a monster.
Noah: Noah is the former Phoenix and a traitor to Lotus. He has
stolen the airship, The Chariot, as well as a few other of Lotus’s
important experiments. He is to be captured or killed at any cost.
No one knows his motives or where he's gone with the experi-
ments and the airship.

88
Characters’ Stats
You roll up the other Scouts Stats and HP just like you did with
the Main Character. Don’t forget to give them their starting Mira-
cle! They also start out with 10 Rations, 1 Torch, a Healing Tonic,
and 3d6 credits, as well as 20 arrows or 12 bullets depending on if
they use a bow or a pistol. They also get the starting weapon for
their class and whatever armor you deem appropriate for them to
wear. Don’t forget to give each character their starting skill for
their class, too.

89
Bestiary

There are plenty of dangers in the wasteland of the Spire for


Scouts to face. This is by no means a definite bestiary; feel free
to make your own enemies for your game.

Enemy Types:
1 Bug
2 Animal
3 Robot
4 Cyborg
5 Humans
6 Android
7 Mutant
8 Cryptid
9 Slime
10 Troglodyte

Status Effect Table:


1 Poison
2 Blind
3 Gloomy
4 Confused
5 Dizzy
6 Frail

90
Cyborg Zombies
Type: Cyborg
HP: 8
Morale: 12
SAVE: 10
Armor: 2
Attack: Armor Blast (SUM), Punch (d6)
Description: Sometimes cyborgs reanimate after they have died.
They are vile creatures who attack the living indiscriminately.
Their first attack is always an Armor Blast against d4 DICE char-
acters for SUM damage. They are immune to psychic attacks.

Wild Hounds
Type: Animal
HP: 4
Morale: 7
SAVE: 8
Armor: 0
Attack: Bite (d4)
Description: Packs of starving dogs are commonplace in the
Spire. Much like their human counterparts, many have turned sav-
age to get what they want, usually fresh meat.

Robot Gunners
Type: Robot
HP: 10
Morale: 12
SAVE: 10
Armor: 1
Attack: Pistol (d6), Artillery Spray (SUM)
Description: Robot Gunners always attack one person with their
pistol first, then try to target some more in the second round with
3 Ability Dice.
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Mad Androids
Type: Android
HP: Android-12, Shield-3
Morale: 12
SAVE: 12
Armor: Android-1 Shield-3
Attack: Sword (d8)
Description: Androids often go mad due to disrepair or loneliness
out in the wastes of the Spire. They are tough opponents with ar-
mor-hard skin. Once their shield is broken, their armor goes down
to 1.

Feral Mutants
Type: Mutant
HP: 8
Morale: 10
SAVE: 8
Armor: 1
Attack: Pistol (d8), Scratch (d6)
Description: A Feral Mutant’s scratch does Poison damage. They
are immune to Poison and only take half damage from poison at-
tacks.

Drones (Flying)
Type: Robot
HP: 4
Morale: 12
SAVE: 7
Armor: 0
Attack: Laser Beam (d4)
Description: Drones are flying robots that are difficult to kill.
They use their laser beam against d4 enemies.

92
Apex Wolves
Type: Animal
HP: 6
Morale: 6
SAVE: 9
Armor: 0
Attack: Bite (d6), Claws (d4)
Description: Apex Wolves are vicious, bloodthirsty creatures mu-
tated by miasma to be tougher and more dangerous than normal
wolves.

Mercenaries
Type: Human
HP: 12
Morale: 10
SAVE: 12
Armor: 1
Attack: Pistol (d6), Sword (d8)
Description: Mercenaries always attack first with a pistol, then
get close and attack with a sword. Their pistols cause Frail.

Sharpshooters
Type: Human
HP: 12
Morale: 10
SAVE: 10
Armor: 1
Attack: Bow (d8)
Description: Sharpshooters attack with barbed, Poisoned arrows.

93
Troglodytes
Type: Troglodyte
HP: 15
Morale: 7
SAVE: 8
Armor: 1
Attack: Lick (d6), Claws (d8)
Description: The Troglodyte’s Lick attack can give a variety of
random status effects (roll on status effects table). Their claws are
poisonous and do Poison damage. They are weak against fire at-
tacks.

Bandits
Type: Human
HP: 7
Morale: 7
SAVE: 7
Armor: 1
Attack: Flash Grenade (SUM), Machete (d6)
Description: Bandits are lowly scum out in the wastes who attack
with cheap weapons like machetes and Flash Grenades. The Flash
Grenades cause Blindness to whoever they hit. They have d4
Ability Dice.

94
Bandits With Jet Packs (Flying)
Type: Human
HP: 9
Morale: 8
SAVE: 7
Armor: 1
Attack: Pistol (d6)
Description: These bandits have found jet packs and are using
them for a height advantage. They are not in strong control of
them, though, and are vulnerable to Air damage.

Bandit Leader
Type: Human
HP: 15
Morale: 12
SAVE: 8
Armor: 1
Attack: Sword (d8)
Description: The Bandit Leader is the roughest, toughest bandit
out of the whole gang. He or she attacks with a sharp sword and
wears leather armor.

Vampire Bats (Flying)


Type: Animal
HP: 1
Morale: 4
SAVE: 8
Armor: 0
Attack: Drink Blood (d4), Bite (d4)
Description: In the first round, the first Vampire Bat will always
cause Bleeding to one character by drinking their blood, and this
will cause all of the other bats to gang up on that person.

95
Giant Cicadas (Flying)
Type: Bug
HP: 6
Morale: 6
SAVE: 9
Armor: 1
Attack: Bite (d6)
Description: Giant Cicadas can be found all over the Spire. They
are vulnerable to ice damage.

Giant Wasps (Flying)


Type: Bug
HP: 5
Morale: 6
SAVE: 8
Armor: 0
Attack: Sting (d10)
Description: Giant Wasps have a tough stinger that causes Poison
damage.

Enormous Deadly Serpents


Type: Animal
HP: 15
Morale: 9
SAVE: 8
Armor: 0
Attack: Bite (d12)
Description: The Serpent has a 3 in 6 chance of Poisoning the
character it bites.

96
Giant Roaches (Flying)
Type: Bug
HP: 4
Morale: 5
SAVE: 6
Armor: 3
Attack: Bite (d6)
Description: Giant Roaches are gross, despicable creatures with a
hard shell and move really fast. They cause Dizzy with their at-
tacks. Bashing weapons ignore armor.

Giant Spiders
Type: Bug
HP: 10
Morale: 10
SAVE: 10
Armor: 1
Attack: Web (d4), Bite (d10)
Description: Giant Spiders first shoot a web at their opponent,
Binding them. Then they attack with a Poisonous bite. Bashing
weapons ignore armor.

Giant Vultures (Flying)


Type: Animal
HP: 15
Morale: 10
SAVE: 12
Armor: 0
Attack: Peck (d10)
Description: Giant Vultures often horde shiny things. They are just
as likely to be guarding treasure as they are their eggs.

97
Mutated Monkeys
Type: Animal
HP: 10
Morale: 8
SAVE: 10
Armor: 1
Attack: Slap (d8)
Description: Mutated Monkeys live in the Soco Jungle and eat
meat just as well as they do fruits. They are afraid of fire.

Giant Lizards
Type: Animal
HP: 10
Morale: 7
SAVE: 10
Armor: 1
Attack: Breathe Fire (SUM), Scratch (d8)
Description: Giant Lizards have d4 Ability Dice that they use to
breathe fire on their opponents in the first round. After that they
scratch. They are vulnerable to ice damage.

Grizzly Bears
Type: Animal
HP: 12
Morale: 11
SAVE: 12
Armor: 1
Attack: Claws (d6), Bite (d10)
Description: Grizzly Bears are huge animals who have lost their
place in the food chain since the world started over. They are will-
ing to eat anything now. Their claws cause Frail.

98
Polar Bears
Type: Animal
HP: 14
Morale: 11
SAVE: 12
Armor: 1
Attack: Claws (d6), Bite (d10)
Description: Slightly more aggressive than their warmer-natured
cousins, Polar Bears will stop at nothing to get a meal. Their claws
cause Frail.

Yetis
Type: Cryptid
HP: 20
Morale: 11
SAVE: 14
Armor: 1
Attack: Ice Attack (SUM), Claws (d10)
Description: Yetis are mystical creatures from the Strange Lands
who attack d4 opponents with ice damage first, then their sharp
claws.

Bigfoots
Type: Cryptid
HP: 20
Morale: 11
SAVE: 14
Armor: 1
Attack: Earth Attack (SUM), Claws (d10)
Description: Bigfoots are strong mammals who attack d4 oppo-
nents with powerful earth Miracles first before attacking with its
claws.

99
Cyborg Outcasts
Type: Cyborg
HP: 10
Morale: 10
SAVE: 10
Armor: 2
Attack: Armor Cannon (SUM), Laser Eyes (d6)
Description: Cyborg Outcasts attack d4 enemies with their arm
cannon first, then attack with their laser eyes.

Poison Slimes
Type: Slime
HP: 4
Morale: 7
SAVE: 16
Armor: 2
Attack: Poisonous Belch (SUM), Touch (d4)
Description: Slimes are living blobs of miasma. Poison Slimes at-
tack with Poison damage.

Fire Slimes
Type: Slime
HP: 4
Morale: 7
SAVE: 16
Armor: 2
Attack: Fiery Belch (SUM), Touch (d4)
Description: Slimes are living blobs of miasma. Fire Slimes attack
with fire damage. They are weak against ice damage.

100
Ice Slimes
Type: Slime
HP: 4
Morale: 7
SAVE: 16
Armor: 2
Attack: Icy Belch (SUM), Touch (d4)
Description: Slimes are living blobs of miasma. Ice Slimes attack
with ice damage. They are weak against fire damage.

Earth Slimes
Type: Slime
HP: 4
Morale: 7
SAVE: 16
Armor: 2
Attack: Muddy Belch (SUM), Touch (d4)
Description: Slimes are living blobs of miasma. Earth Slimes at-
tack with earth damage. They are weak against air damage.

Air Slimes
Type: Slime
HP: 4
Morale: 7
SAVE: 16
Armor: 2
Attack: Windy Belch (SUM), Touch (d4)
Description: Slimes are living blobs of miasma. Air Slimes attack
with air damage. They are weak against air damage.

101
Psychic Slimes
Type: Slime
HP: 4
Morale: 7
SAVE: 16
Armor: 2
Attack: Psychic Belch (SUM), Touch (d4)
Description: Slimes are living blobs of miasma. Psychic Slimes
attack with psychic damage. They can cause Confused with their
Psychic Belch.

Giant Slime
Type: Slime
HP: 8
Morale: 8
SAVE: 16
Armor: 2
Attack: Touch (d8)
Description: When attacked, the Giant Slime splits into two
Slimes, each with 4 HP. Roll on the slime table to see which ones
it transforms into.
Slime Table
1 Poison
2 Psychic
3 Fire
4 Ice
5 Earth
6 Air

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Psychic Madmen
Type: Human
HP: 15
Morale: 10
SAVE: 15
Armor: 1
Attack: Telekinetic Blast (d10)
Description: Psychic Madmen use psychic damage to attack.
They are very powerful and quite ruthless. Their attacks cause
Confused.

Assassins
Type: Human
HP: 10
Morale: 10
SAVE: 14
Armor: 1
Attack: Dagger (d6)
Description: The Assassin’s dagger is coated with poison and has
a 3 in 6 chance of poisoning their opponent.

Angry Cougars
Type: Animal
HP: 8
Morale: 9
SAVE: 10
Armor: 0
Attack: Claws (d8)
Description: The Angry Cougar attacks with its razor-sharp claws
and feasts on dead prey. Their claws cause Bleeding.

103
Witches
Type: Mutant
HP: 6
Morale: 9
SAVE: 16
Armor: 0
Attack: Magic Dart (SUM), Scythe (d8)
Description: Witches have d6 Ability Dice and use them in the
first round to attack with Magic Dart, then they use their deadly
scythe. They are immune to psychic attacks. Their scythe causes
Gloomy.

Bloodthirsty Raiders
Type: Human
HP: 10
Morale: 10
SAVE: 10
Armor: 1
Attack: Serrated Machete (d8), Pistol (d6)
Description: Bloodthirsty Raiders are heavily armored savages
who ruthlessly attack caravans and common folk across the
wastes of the Spire. Their machetes cause Bleeding.

104
Raider Leader
Type: Human
HP: 20
Morale: 12
SAVE: 12
Armor: 1
Attack: Flash Grenade (SUM), Serrated Machete (d8)
Description: The Raider Leader is a monstrous human being who
delights in torturing those weaker than him or her. He or she uses
a Flash Grenade on their first turn, then uses a serrated machete
that causes Bleeding their next turn. They have d4 Ability Dice.

Giant Rats
Type: Animal
HP: 4
Morale: 6
SAVE: 7
Armor: 0
Attack: Bite (d4), Scratch (d6)
Description: The Giant Rat’s bite will make an enemy Dizzy.

Giant Scorpions
Type: Bug
HP: 5
Morale: 8
SAVE: 7
Armor: 1
Attack: Claws (d4), Stinger (d8)
Description: Giant Scorpions are tough creatures that can make an
enemy Dizzy with its stinger. They are vulnerable to bash damage.

105
Chupacabras
Type: Cryptid
HP: 12
Morale: 12
SAVE: 10
Armor: 1
Attack: Bloodsuck (d10), Claws (d6)
Description: The Chupacabra is a legendary bloodsucker whose
teeth causes Frail, Dizzy, and Confused all at once.

Dragon Squid
Type: Cryptid
HP: Head-20 HP, Tentacles-3 HP
Morale: 12
SAVE: Head-12, Tentacles-6
Armor: Head-2, Tentacles-0
Attack: Tentacle Slap (d4), Poison Beak (d6), Bad Breath (SUM)
Description: The Dragon Squid wanders the wastes of the Spire,
and is a scourge to all who also wander the Spire. It is a huge land
Squid that attacks unprovoked and eats fresh meat. It always at-
tacks with 2 Tentacle Slaps in the first round, then with Poison
Beak in the second round, and with Bad Breath in the third round
which causes (DICE) Status Effects. Once you defeat two tenta-
cles the head loses its armor.

106
For character sheets, more on Colossus, and other Sarah Solo pro-
jects, visit
sarahsoloadventures.blogspot.com

107

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